http://aurorawiki.pentarch.org/api.php?action=feedcontributions&user=Tssha&feedformat=atomAuroraWiki - User contributions [en]2024-03-29T11:18:39ZUser contributionsMediaWiki 1.35.0http://aurorawiki.pentarch.org/index.php?title=CS_Aurora_Topic_Index&diff=8082CS Aurora Topic Index2020-05-25T23:03:01Z<p>Tssha: /* Index Changes in C# (WIP) */ Fixed typo in System Bodies page name</p>
<hr />
<div>'''Aurora C#'''<br />
<br />
Aurora C# is the new coded and updated version of Aurora VB6 <br />
<br />
[http://aurora2.pentarch.org/index.php?board=234.0 Forum section C#]<br />
<br />
<br />
This is a Index-List of changes C# get's to the older Aurora versions - it is most likely not complete and all changes, features etc in C# as known today are not finale and may (or better will) chance till the release of C#. I have included only the "C#Aurora Changes List" at the moment - other postings of Steve in other Forum sections I still have to work through. <br />
<br />
The text ist just copy/paste from Steve's forum postings (added by some additional formatting for easier legibility), including a link to the topic and the date of last change when copied.<br />
<br />
Screenshots (which are only included as a link to the picture at the moment) might be - and will be (!) - outdated.<br />
<br />
==Index Changes in C# (WIP)==<br />
<br />
=====Setting up a new game=====<br />
* [[C-Game settings]]<br />
* [[C-Race settings]]<br />
<br />
=====Game concept=====<br />
* [[C-SM Mode]]<br />
* [[C-Game Interface]] (Technik in the background, Window Screenshots etc)<br />
<br />
=====The Galaxy=====<br />
* [[C-Systems]] (Creation, Naming, Jump Points, Ruins etc)<br />
* [[C-System Bodies]] (Planets, Comets, Moons etc, Low Grav etc.)<br />
* [[C-Galaxy Mapmode]]<br />
<br />
====Alien Races and Contact with them====<br />
* [[C-NPRs]]<br />
* [[C-Spoilers]]<br />
* [[C-Alien Contact]] (Diplomacy, Espionage etc)<br />
<br />
====Installations====<br />
* [[C-Installations]]<br />
<br />
====Economy====<br />
* [[C-Civilian Economy]] (Trade, Shipping, Installations etc)<br />
* [[C-Population]] (Workers etc)<br />
* [[C-Wealth]]<br />
<br />
====Research====<br />
* [[C-Research Changes]]<br />
<br />
====Ground Units====<br />
* [[C-Ground Units]] (Basics, Formations, Formation Templates, Unit Design etc)<br />
* [[C-GU Components]] (Modules for GUs)<br />
* [[C-GU Tasks]] (orders and how they work)<br />
* [[C-Ground Combat]]<br />
<br />
====Ships====<br />
* [[C-Shipyard Tasks]] (shipbuilding, repair, refit etc)<br />
* [[C-Ship Crew]] (also Morale, Grade, Training, Overcrowding etc)<br />
* [[C-Ship Design]] (Ship Class Window etc)<br />
* [[C-Ship-Maintenance]] (including Damage Control)<br />
* [[C-Ship Modules]] (without Space Station Modules and Weapons)<br />
* [[C-Ship Movement]] (Ships, Fleets, Waypoints etc)<br />
* [[C-Ship Tasks]] (orders and how they work)<br />
* [[C-Ship-Combat]] (including Fire Control settings etc)<br />
* [[C-Fighter and Carrier]] (Carrier, Ships under 500t etc)<br />
* [[C-Space Stations]] (including Ship Modules for Space Stations)<br />
<br />
====Weapons====<br />
* [[C-Beam Weapons]] (all Ship weapons without missiles; including Turrets)<br />
* [[C-Missiles]] (including Launcher, Fighter Pods and Fighter Pod Bays)<br />
<br />
====Commanders====<br />
* [[C-Auto-Assignment]] (including Retirement, Teams etc)<br />
* [[C-Commander Boni]]<br />
<br />
====Fleet operations, organization and logistics====<br />
* [[C-Fleet Organization]]</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=C-System_Bodys&diff=8081C-System Bodys2020-05-25T23:01:32Z<p>Tssha: Tssha moved page C-System Bodys to C-System Bodies: Page name misspelled</p>
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<div>#REDIRECT [[C-System Bodies]]</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=C-System_Bodies&diff=8080C-System Bodies2020-05-25T23:01:32Z<p>Tssha: Tssha moved page C-System Bodys to C-System Bodies: Page name misspelled</p>
<hr />
<div>==Basics==<br />
<br />
<br />
====Colony Cost====<br />
<br />
The colony cost algorithm has been updated for C# Aurora to include '''hydrosphere extent''', '''low gravity''' and '''tide-locked worlds''' and to change the rules for '''dangerous gases''' and '''max pressure'''. The new calculation is as follows:<br />
<br />
Gas Giants, Super Jovians and worlds with a gravity higher than species tolerance cannot be colonised and therefore have no colony cost. Every other body has a colony cost that is equal to the highest colony cost factor from the following list:<br />
<br />
'''Temperatur'''e: If the temperature is outside of the species tolerance, the colony cost factor for temperature is equal to the number of degrees above or below the species tolerance divided by half the total species range. For example, if the species range is from 0C to 30C and the temperature is 75C, the colony cost factor would be 45 / 15 = 3.00. The colony cost factor for tide-locked planets is 20% of normal, so in the example given the colony cost factor would be reduced to 0.60.<br />
<br />
'''Atmospheric Pressure''': If the atmospheric pressure is above species tolerance, the colony cost factor for pressure is equal to pressure / species max pressure; with a minimum of 2.00. For example, if a species has a pressure tolerance of 4 atm and the pressure is 10 atm, the colony cost factor would be 2.50. If the pressure was 6 atm, the colony cost factor would be 2.00, as that is the minimum.<br />
<br />
'''Breathable Gas''': If the atmosphere does not have a sufficient amount of breathable gas, the colony cost factor for breathable gas is 2.00. If the gas is available in sufficient quantities but exceeds 30% of atmospheric pressure, the colony cost factor is also 2.00.<br />
<br />
'''Dangerous Gas''': If a dangerous gas is present in the atmosphere and the concentration is above the danger level, the colony cost factor for dangerous gases will either be 2.00 or 3.00, depending on the gas. Different gases require different concentrations before becoming 'dangerous'. Halogens such as Chlorine, Bromine or Flourine are the most dangerous at 1 ppm, followed by Nitrogen Dioxide and Sulphur Dioxide at 5 ppm. Hydrogen Sulphide is 20 ppm, Carbon Monoxide and Ammonia are 50 ppm, Hydrogen, Methane (if an oxygen breather) and Oxygen (if a Methane breather) are at 500 ppm and Carbon Dioxide is at 5000 ppm (0.5% of atmosphere). Note that Carbon Dioxide was not classed as a dangerous gas in VB6 Aurora. These gases are not lethal at those concentrations but are dangerous enough that infrastructure would be required to avoid sustained exposure.<br />
<br />
'''Hydrosphere Extent''': If less than twenty percent of a body is covered with water (less than 20% Hydro Extent), the colony cost factor for hydro extent is (20 - Hydro Extent) / 10, which is a range from zero to 2.00.<br />
<br />
'''Low Gravity''': If the gravity of the body is lower than the species tolerance, the colony cost factor for gravity is 1.00. In addition, the overall colony cost for the body will be suffixed by 'LG', for example 2.00 LG, which indicates that low gravity infrastructure is required for any population on that body. Normal infrastructure will not count toward the supported population.<br />
[http://aurora2.pentarch.org/index.php?topic=8495.msg101987#msg101987 Date 03.03.2018]<br />
<br />
<br />
====Population Capacity====<br />
<br />
A new concept, Population Capacity, has been added to C# Aurora. This represents the maximum population that can be maintained on a single body and is primarily determined by surface area. This is the total of all populations on the same body, not per population.<br />
<br />
The Earth's population is currently seven billion. However, the rate of population growth peaked at 2.1% at four billion, has been dropping since then (now 1.2%) and is projected to reach close to zero around eleven billion<br />
<br />
https://ourworldindata.org/world-population-growth/<br />
<br />
Therefore, I am going to use twelve billion as the baseline max capacity for an Earth-sized planet and four billion as the point at which growth rates are affected. Growth will follow the normal rules for up to 1/3rd of max capacity and then will fall off at a linear rate, hitting zero growth at max capacity (replicating the situation on Earth). The max capacity of a body will be equal to: (Surface Area / Earth Surface Area) * twelve billion. I will add some tech options to improve that capacity, particularly for smaller bodies. A planet can physically hold more people than the max capacity but this will result in unrest due to overcrowding.<br />
<br />
While 70% of the Earth's surface is water, that plentiful water also improves living conditions (the majority of the world's population is less than 100 km from the nearest coastline). However, there does come a point when too much water will reduce the available living space. Therefore, once water covers more than 75% of the planet, capacity will drop at a linear rate, falling to 1% of normal capacity at 100% water. The 1% assumes a few, small, scattered islands or some form of colony floating on the surface.<br />
<br />
Tide-locked worlds (one side always facing the star) have only 20% of normal capacity (after taking into account surface area and water). This is to simulate that the population will be living in a narrow band between the light and dark hemispheres of the planet. To compensate, these worlds also have an 80% reduction in the colony cost factor for temperature (as they are living in the temperate band).<br />
<br />
Regardless of the result of the above calculations, a body with gravity at or below the species maximum that is not a gas giant or super-Jovian will always have a capacity of at least 50,000.<br />
<br />
The above rules result in the following population capacities<br />
<br />
http://www.pentarch.org/steve/Screenshots/PopCapacity.PNG<br />
<br />
EDIT Jan 21st 2017: Each Species has a population density modifier. This is normally set to 1 but there a small chance it can be higher or lower for random species. Player-created species can specify this density.<br />
[http://aurora2.pentarch.org/index.php?topic=8495.msg100078#msg100078 Date 21.01.2017]<br />
<br />
<br />
====Terraforming====<br />
<br />
In terms of the general mechanics, terraforming works as it does in VB6 Aurora. Atmosphere measured in atm (atmospheric pressure) is added by terraforming ships or installations. However, there are several significant changes for C# Aurora.<br />
<br />
*1) The base terraforming technologies have their atm rates reduced by 75% at the lower tech levels. The rate of tech increase has improved so the higher tech levels are reduced by around 60%. The starting racial tech rate per module/installation is 0.00025 atm per year.<br />
<br />
*2) Smaller planets are much faster to terraform. The terraforming rate in atm is modified by Earth Surface Area / Planet Surface Area. For example, the rate at which atm is added to Mars is 3.5x faster than on Earth (1.4x faster than in VB6 Aurora), Ganymede is 6x faster and Luna is almost 14x faster (5.4x than VB6)<br />
<br />
*3) System Bodies with gravity of less than 0.1G cannot retain atmosphere and therefore cannot be terraformed<br />
<br />
*4) Carbon Dioxide is now a dangerous gas.<br />
<br />
*5) Water is now a significant factor in terraforming planets. Any planet with less than 20% water has a colony cost factor for water equal to (20 - Hydro Extent) / 10 (see colony cost rules at [[C-System Bodys]]).<br />
<br />
*6) Water vapour can be added to the atmosphere just like any other gas.<br />
<br />
*7) Water vapour will condense out of the atmosphere at a rate of 0.1 atm per year and increase the planet's Hydro Extent<br />
<br />
*8) Each 1% of Hydro Extent requires 0.05 atm of water vapour. This means that creating 20% Hydro Extent would require 1 atm of water vapour (this will be much faster on smaller worlds because the speed at which water vapour atm is added is linked to surface area). With this in mind, existing water becomes an important factor in the speed at which terraforming can be accomplished, especially on larger worlds.<br />
<br />
*9) Water will also evaporate into the atmosphere. The evaporation cycle follows condensation and will stabilise water vapour in the atmosphere of a planet with liquid water at a level of: Atmospheric Pressure * (Hydro Extent / 100) * 0.01 atm. The resulting atm * 20 is the % of the planet's surface that loses water. As the water vapour is removed from the atmosphere, it will replenish from the surface water. This is to allow the removal of water from ocean worlds to create more living space.<br />
<br />
These new rules should add more variety to terraforming and, in conjunction with the max population rules, should add more interesting decision-making when choosing which worlds to terraform.<br />
[http://aurora2.pentarch.org/index.php?topic=8495.msg102115#msg102115 Date 02.03.2019]<br />
<br />
<br />
Terraforming will change the terrain (Planetary Terrain) under two circumstances: <br />
* 1) A planet with a base type (Barren, Mountain and Rift Valley) becomes eligible for another terrain of a similar type. Mountain can move to any other Mountain type, Rift Valley to any other Rift Valley Type and Barren to any non-Mountain, non-Rift Valley type.<br />
* 2) The terrain type is no longer possible with the current environmental conditions. A new terrain type is generated with the same base type.<br />
[http://aurora2.pentarch.org/index.php?topic=8495.msg104912#msg104912 Date 16.09.2018]<br />
<br />
==Mineral Generation and Geological Survey==<br />
<br />
====Mineral Generation at system body creation====<br />
<br />
Normal mineral generation (at system body creation) has three phases: <br />
*1) An overall roll for the potential for minerals to be present, based on radius, density and system abundance. If this roll fails, the body has no minerals.<br />
*2) A roll for each type of mineral to be present, based on density and abundance. Duranium has twice the chance of any other mineral.<br />
*3) A roll for the accessibility of each mineral generated in step 2). This is based on radius.<br />
<br />
[http://aurora2.pentarch.org/index.php?topic=8495.msg107705#msg107705 Date 07.04.2018]<br />
<br />
====Geological Survey====<br />
<br />
Once the orbital survey of a system body is completed, the potential for a further ground survey will be revealed (None, Minimal, Low, Good, High, Excellent). The ground survey requires the same survey points as the orbital survey, except they are generated by ground forces. Only system bodies with a diameter of at least 4000 km will be eligible for a ground-based survey (in Sol that is Mercury, Venus, Earth, Mars, Ganymede, Callisto and Titan).<br />
<br />
Once the ground survey is completed (assuming potential is Minimal or higher), a new mineral generation roll will take place. For this roll:<br />
*Step 1 is the same regardless of the potential.<br />
*Step 2 is modified by the potential. Minimal is 25% normal, Low is 33% normal (same as teams in VB6), Good is 50% normal, High is 100% normal and Excellent is 200% normal.<br />
*Step 3 is modified by High (+ 0.1) and Excellent (+ 0.2). All others are same as normal.<br />
<br />
If a deposit of a mineral that didn't previously exist is generated by the ground survey, that deposit is added to the system body.<br />
<br />
If a mineral deposit is generated by the ground survey and a deposit of that mineral already exists on the system body, the existing deposit is changed to match the amount or accessibility (or both) of the ground survey deposit if the latter is greater.<br />
<br />
The chances that an eligible body (4000 km diameter) will have ground survey potential is equal to: <br />
None 60%, Minimal 20%, Low 10%, Good 6%, High 3%, Excellent 1%. <br />
<br />
[http://aurora2.pentarch.org/index.php?topic=8495.msg107705#msg107705 Date 27.01.2019]<br />
<br />
==System Bodys==<br />
<br />
====Comets====<br />
<br />
Colony Cost of Comets<br />
<br />
In VB6 Aurora, the colony cost of comets was not a major concern as there was no low gravity infrastructure. For C#, comets could potentially contain populations, albeit small ones.<br />
<br />
Therefore temperature and colony cost now update as comets move towards and away from the sun. This means the population supported by infrastructure will change as well over time. The distance displayed on the system view is the current, rather than maximum, distance. <br />
<br />
You can flip between current and max colony cost on the System View and it is displayed on Colony Summary of the Economics window and on the Body Info tab of the Tactical Map.<br />
<br />
The Unload Colonists Standing Order will ignore comets, so civilian traffic will not attempt to place colonists on comets about to disappear into the void.<br />
<br />
I may add some larger comets to make this more interesting. Longer-term, I may also add eccentric planetary orbits with a similar approach to the above. This is an experiment on a small scale to see what issues I encounter<br />
<br />
http://www.pentarch.org/steve/Screenshots/Comets002.PNG<br />
<br />
[http://aurora2.pentarch.org/index.php?topic=8495.msg110962#msg110962 Date 09.11.2018]<br />
<br />
====Gas Giants====<br />
<br />
Gas Giants, Super Jovians and worlds with a gravity higher than species tolerance cannot be colonised and therefore have no colony cost. <br />
[http://aurora2.pentarch.org/index.php?topic=8495.msg101987#msg101987 Date 03.03.2018]<br />
<br />
====High Gravity Bodys====<br />
Gas Giants, Super Jovians and worlds with a gravity higher than species tolerance cannot be colonised and therefore have no colony cost. <br />
[http://aurora2.pentarch.org/index.php?topic=8495.msg101987#msg101987 Date 03.03.2018]<br />
<br />
====Low Gravity Bodys====<br />
<br />
Any low gravity bodies (below the minimum gravity of the colonising species) will now have a normal colony cost calculation (based on atmosphere, temperature, pressure, etc.) and an 'LG' suffix will be added. For any bodies with an LG suffix, the maximum supported population will be based on the available LG-Infrastructure.<br />
<br />
For example, for a colony cost 2.00 world you need 200 infrastructure per 1m pop. For a colony cost 2.00(LG) world, you will need 200 LG-Infrastructure per 1m pop and normal infrastructure will have no effect.<br />
<br />
Both normal infrastructure and LG-Infrastructure can be used on a world with gravity in the tolerable range. Worlds with gravity above max species gravity will not be colonizable.<br />
<br />
Civilian infrastructure production on a low gravity world will be LG Infrastructure, produced at one third of the normal rate (same overall cost). Trade in infrastructure will be low gravity to low gravity or acceptable gravity to acceptable gravity.<br />
[http://aurora2.pentarch.org/index.php?topic=8495.msg88743#msg88743 Date 06.12.2018]<br />
<br />
<br />
If the gravity of the body is lower than the species tolerance, the colony cost factor for gravity is 1.00. In addition, the overall colony cost for the body will be suffixed by 'LG', for example 2.00 LG, which indicates that low gravity infrastructure is required for any population on that body. Normal infrastructure will not count toward the supported population.<br />
[http://aurora2.pentarch.org/index.php?topic=8495.msg101987#msg101987 Date 03.03.2018]<br />
<br />
<br />
System Bodies with gravity of less than 0.1G cannot retain atmosphere and therefore cannot be terraformed<br />
[http://aurora2.pentarch.org/index.php?topic=8495.msg102115#msg102115 Date 07.12.2018]<br />
<br />
====Tide-locked Worlds====<br />
<br />
Tide-locked worlds (one side always facing the star) have only 20% of normal capacity (after taking into account surface area and water). This is to simulate that the population will be living in a narrow band between the light and dark hemispheres of the planet. To compensate, these worlds also have an 80% reduction in the colony cost factor for temperature (as they are living in the temperate band).<br />
[http://aurora2.pentarch.org/index.php?topic=8495.msg100078#msg100078 Date 21.01.2017]<br />
<br />
<br />
==Planetary Terrain==<br />
<br />
As part of the ground combat changes, each planet will have a dominant terrain type. In many cases, for most asteroids, comets or small moons, that type will simply be Barren. Within certain environmental tolerances, other terrain types are possible.<br />
<br />
Any system body with temperature lower than -100C or higher than 200C or with no atmosphere or atmosphere greater than 10 atm will be Barren, unless it has platelet or extreme tectonics, in which case it will be Mountain.<br />
<br />
All other system bodies will check the following table to determine which terrain types are eligible based on the environmental conditions. One of the eligible terrain types will be selected randomly. Barren, Mountain and Rift Valley (which are base types available without any atmospheric, temperature or water requirements) will only be selected if no other terrain types are eligible. The tectonic numbers are internal to Aurora and have the following values: Dead = 1, Hot Spot = 2, Plastic = 3, Plate Tectonics = 4, Platelet Tectonic = 5, Extreme = 6. <br />
<br />
Terraforming will change the terrain under two circumstances: <br />
* 1) A planet with a base type (Barren, Mountain and Rift Valley) becomes eligible for another terrain of a similar type. Mountain can move to any other Mountain type, Rift Valley to any other Rift Valley Type and Barren to any non-Mountain, non-Rift Valley type.<br />
* 2) The terrain type is no longer possible with the current environmental conditions. A new terrain type is generated with the same base type.<br />
<br />
I am happy to add additional types or modify the environmental parameters if there is general consensus on any changes.<br />
<br />
The fortification modifier is a modifier for the max fortification level, rather than an automatic defence increase. It means you can dig in much deeper (given sufficient time) in Mountains than you can in Steppe or Swamp. The to hit modifier is a reduction in the chance to hit in that terrain (for other ground units and any supporting ships in orbit). In effect, fortification is a benefit to the defender, while to hit is a penalty to both sides. Within the new ground combat rules, you can assign ground units 'capabilities', such as Jungle Warfare, Mountain Warfare, etc. which will double their chance to hit in those types of terrain. Ground units of species with certain types of home world may gain capabilities for free (if you are from a desert planet, you would gain Desert Warfare for free, for example). There are additional capability options to avoid penalties for ground units fighting on worlds that are outside their species tolerance for gravity, temperature and pressure.<br />
<br />
An important factor to bear in mind is that when ships are engaging ground units with surface-to-orbit capability, the main defence of the ground unit will be its fortification level. The ship-based weapons are assumed to hit 100% of the time divided by the fortification level. On a planet with Steppe as the dominant terrain type, the maximum fortification of a static ground unit will be 6 with no penalty for the ship to hit. On a Jungle Mountain world, the maximum fortification level will be 18 for that same ground unit and any shots against it by the ships will be modified by 0.125, giving the ground unit an effective fortification level of 144. In other words, the ship in orbit is going to hit once every 144 shots. So trying to use orbital bombardment against surface to orbit units buried in jungle-covered mountains is going to be a Bad Idea. It would be far more effective to send in ground forces (which can't be hit by STO units) to dig them out. That is an extreme example, but there should be many more situations where there are some serious decisions for the attacker.<br />
<br />
http://www.pentarch.org/steve/Screenshots/DominantTerrain.PNG<br />
<br />
[http://aurora2.pentarch.org/index.php?topic=8495.msg104912#msg104912 Date 16.09.2018]</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=CS_Aurora_Topic_Index&diff=8079CS Aurora Topic Index2020-05-25T22:58:27Z<p>Tssha: /* Ground Units */ fixed typo</p>
<hr />
<div>'''Aurora C#'''<br />
<br />
Aurora C# is the new coded and updated version of Aurora VB6 <br />
<br />
[http://aurora2.pentarch.org/index.php?board=234.0 Forum section C#]<br />
<br />
<br />
This is a Index-List of changes C# get's to the older Aurora versions - it is most likely not complete and all changes, features etc in C# as known today are not finale and may (or better will) chance till the release of C#. I have included only the "C#Aurora Changes List" at the moment - other postings of Steve in other Forum sections I still have to work through. <br />
<br />
The text ist just copy/paste from Steve's forum postings (added by some additional formatting for easier legibility), including a link to the topic and the date of last change when copied.<br />
<br />
Screenshots (which are only included as a link to the picture at the moment) might be - and will be (!) - outdated.<br />
<br />
==Index Changes in C# (WIP)==<br />
<br />
=====Setting up a new game=====<br />
* [[C-Game settings]]<br />
* [[C-Race settings]]<br />
<br />
=====Game concept=====<br />
* [[C-SM Mode]]<br />
* [[C-Game Interface]] (Technik in the background, Window Screenshots etc)<br />
<br />
=====The Galaxy=====<br />
* [[C-Systems]] (Creation, Naming, Jump Points, Ruins etc)<br />
* [[C-System Bodys]] (Planets, Comets, Moons etc, Low Grav etc.)<br />
* [[C-Galaxy Mapmode]]<br />
<br />
====Alien Races and Contact with them====<br />
* [[C-NPRs]]<br />
* [[C-Spoilers]]<br />
* [[C-Alien Contact]] (Diplomacy, Espionage etc)<br />
<br />
====Installations====<br />
* [[C-Installations]]<br />
<br />
====Economy====<br />
* [[C-Civilian Economy]] (Trade, Shipping, Installations etc)<br />
* [[C-Population]] (Workers etc)<br />
* [[C-Wealth]]<br />
<br />
====Research====<br />
* [[C-Research Changes]]<br />
<br />
====Ground Units====<br />
* [[C-Ground Units]] (Basics, Formations, Formation Templates, Unit Design etc)<br />
* [[C-GU Components]] (Modules for GUs)<br />
* [[C-GU Tasks]] (orders and how they work)<br />
* [[C-Ground Combat]]<br />
<br />
====Ships====<br />
* [[C-Shipyard Tasks]] (shipbuilding, repair, refit etc)<br />
* [[C-Ship Crew]] (also Morale, Grade, Training, Overcrowding etc)<br />
* [[C-Ship Design]] (Ship Class Window etc)<br />
* [[C-Ship-Maintenance]] (including Damage Control)<br />
* [[C-Ship Modules]] (without Space Station Modules and Weapons)<br />
* [[C-Ship Movement]] (Ships, Fleets, Waypoints etc)<br />
* [[C-Ship Tasks]] (orders and how they work)<br />
* [[C-Ship-Combat]] (including Fire Control settings etc)<br />
* [[C-Fighter and Carrier]] (Carrier, Ships under 500t etc)<br />
* [[C-Space Stations]] (including Ship Modules for Space Stations)<br />
<br />
====Weapons====<br />
* [[C-Beam Weapons]] (all Ship weapons without missiles; including Turrets)<br />
* [[C-Missiles]] (including Launcher, Fighter Pods and Fighter Pod Bays)<br />
<br />
====Commanders====<br />
* [[C-Auto-Assignment]] (including Retirement, Teams etc)<br />
* [[C-Commander Boni]]<br />
<br />
====Fleet operations, organization and logistics====<br />
* [[C-Fleet Organization]]</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=CS_Aurora_Topic_Index&diff=8078CS Aurora Topic Index2020-05-25T22:56:54Z<p>Tssha: /* Index Changes in C# (WIP) */ fixed typos</p>
<hr />
<div>'''Aurora C#'''<br />
<br />
Aurora C# is the new coded and updated version of Aurora VB6 <br />
<br />
[http://aurora2.pentarch.org/index.php?board=234.0 Forum section C#]<br />
<br />
<br />
This is a Index-List of changes C# get's to the older Aurora versions - it is most likely not complete and all changes, features etc in C# as known today are not finale and may (or better will) chance till the release of C#. I have included only the "C#Aurora Changes List" at the moment - other postings of Steve in other Forum sections I still have to work through. <br />
<br />
The text ist just copy/paste from Steve's forum postings (added by some additional formatting for easier legibility), including a link to the topic and the date of last change when copied.<br />
<br />
Screenshots (which are only included as a link to the picture at the moment) might be - and will be (!) - outdated.<br />
<br />
==Index Changes in C# (WIP)==<br />
<br />
=====Setting up a new game=====<br />
* [[C-Game settings]]<br />
* [[C-Race settings]]<br />
<br />
=====Game concept=====<br />
* [[C-SM Mode]]<br />
* [[C-Game Interface]] (Technik in the background, Window Screenshots etc)<br />
<br />
=====The Galaxy=====<br />
* [[C-Systems]] (Creation, Naming, Jump Points, Ruins etc)<br />
* [[C-System Bodys]] (Planets, Comets, Moons etc, Low Grav etc.)<br />
* [[C-Galaxy Mapmode]]<br />
<br />
====Alien Races and Contact with them====<br />
* [[C-NPRs]]<br />
* [[C-Spoilers]]<br />
* [[C-Alien Contact]] (Diplomacy, Espionage etc)<br />
<br />
====Installations====<br />
* [[C-Installations]]<br />
<br />
====Economy====<br />
* [[C-Civilian Economy]] (Trade, Shipping, Installations etc)<br />
* [[C-Population]] (Workers etc)<br />
* [[C-Wealth]]<br />
<br />
====Research====<br />
* [[C-Research Changes]]<br />
<br />
====Ground Units====<br />
* [[C-Ground Units]] (Basics, Formations, Formation Templates, Unit Design etc)<br />
* [[C-GU Components]] (Modules for GUs)<br />
* [[C-GU Tasks]] (order's and how they work)<br />
* [[C-Ground Combat]]<br />
<br />
====Ships====<br />
* [[C-Shipyard Tasks]] (shipbuilding, repair, refit etc)<br />
* [[C-Ship Crew]] (also Morale, Grade, Training, Overcrowding etc)<br />
* [[C-Ship Design]] (Ship Class Window etc)<br />
* [[C-Ship-Maintenance]] (including Damage Control)<br />
* [[C-Ship Modules]] (without Space Station Modules and Weapons)<br />
* [[C-Ship Movement]] (Ships, Fleets, Waypoints etc)<br />
* [[C-Ship Tasks]] (orders and how they work)<br />
* [[C-Ship-Combat]] (including Fire Control settings etc)<br />
* [[C-Fighter and Carrier]] (Carrier, Ships under 500t etc)<br />
* [[C-Space Stations]] (including Ship Modules for Space Stations)<br />
<br />
====Weapons====<br />
* [[C-Beam Weapons]] (all Ship weapons without missiles; including Turrets)<br />
* [[C-Missiles]] (including Launcher, Fighter Pods and Fighter Pod Bays)<br />
<br />
====Commanders====<br />
* [[C-Auto-Assignment]] (including Retirement, Teams etc)<br />
* [[C-Commander Boni]]<br />
<br />
====Fleet operations, organization and logistics====<br />
* [[C-Fleet Organization]]</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=Salvage&diff=5020Salvage2014-09-03T22:26:47Z<p>Tssha: Fixed a lot of broken sentences and unclear instructions</p>
<hr />
<div>Salvage gives the player the option of gathering resources and sometimes ship components from wrecked ships.<br />
<br />
''The research bonus from tech data from salvaged components is available only at the colony where it was downloaded to.''<br />
==How to Salvage==<br />
Build a ship with Cargo components and at least one [[Salvage Module|salvage module]]. Alternatively a ship with salvage module and a ship with Cargo hold can be in the same Task Group. Send the ship to a wreck with the "salvage" order selected from order menu. Ship should go and salvage anything worth salvaging on that wreck. The module's rating tells you how much wreck tonnage the module can recover per day. You'll get 10% of the wreck's tonnage in minerals.<br />
<br />
== Salvage Components ==<br />
While salvaging a ship you have the chance to find components. Some of these components may be of a much higher technology level than your current tech. What you can do is take these components, already loaded in a cargo bay (on your salvage ship or accompanying ship) and unload them via unload all installations order. Then [[disassemble]] them in the "Stockpiles" menu, which can be found in the Industry tab of the population and production menu.<br />
<br />
== How to Disassemble ==<br />
Once you return to a planet and the Unload all installations order is completed, go to the industry page. Click the Stockpile button in the top right of the Industry page. On that page you will see two buttons labelled "Scrap" and "Disassemble". Disassemble gives you a random chance to discover new technology from the wreckage.<br />
<br />
Scrap will recover resources from the module. Do not scrap salvaged modules.</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=Trade_System&diff=4455Trade System2012-08-17T05:08:47Z<p>Tssha: /* Detailed Mechanics */ fixed minor typo</p>
<hr />
<div>==Trade System==<br />
===Important Basic points===<br />
:Every civilian vessel in Aurora will be owned by a Shipping Line. <br />
:Each Empire will have one or more Shipping Lines that carry out colonization and trade. <br />
:Each Shipping Line will be generated and controlled by the program and new Shipping Lines may appear as the game progresses<br />
<br />
===Trade Goods===<br />
<br />
There are seventeen different Civilian Trade Goods. <br />
Each planet of more than one million pop will both supply and demand eight basic goods. <br />
When it reaches reach ten million pop, six luxury goods will be added as well as three illegal goods. <br />
[[File:Trade.gif|frame]]<br />
'''Basic Goods'''<br />
:Consumer Electronics<br />
:Civilian Transport<br />
:Textiles<br />
:Chemicals<br />
:Machinery<br />
:Civilian Infrastructure<br />
:Pharmaceuticals<br />
:Plastics<br />
:Construction Materials<br />
<br />
'''Luxury Goods'''<br />
:Precious Metals,<br />
:Spices<br />
:Luxury Foods<br />
:Wines<br />
:Furs<br />
:Entertainment Products<br />
:Alien Items - The demand for these is handled like any normal trade good but they are only produced by colonies with ancient ruins. The amount produced is equal to the level of the ruins (1-10) multiplied by the pop in millions.<br />
<br />
'''Illegal Goods'''<br />
:Weapons<br />
:Slaves<br />
:Recreational Drugs<br />
<br />
===Supply and Demand===<br />
<br />
The basic demand for each good will be the size of the population. Some populations will produce more than they need of each good and some will produce less. Pops will tend to specialise so they will produce anything from 0-100% of about three-quarters of the goods and produce anything up to 400% of the others. This will vary from pop to pop and some will be net importers overall, as well as for individual goods, and some will be net exporters. This has nothing to do with trans-newtonian minerals, which are mainly for military applications, so some pops with little TN mineral resources could actually be major exporters of civilian goods. Given an equal spread of probability there will be about the same amount of supply and demand across the galaxy, although within a sample of a few pops there may be considerable excesses and shortages. <br />
<br />
Civilian freighters will look for opportunities to move different types of goods from planets with a surplus of a particular trade good to those with a shortage. When the freighter arrives, it will generate wealth for the shipping line and wealth for the parent government in the form of tax on both the shipping company and on the original (invisible) company that produced the goods. With a trade treaty in place, goods can be shipped between pops of different races, which will create more opportunities for trade. A trade treaty will also allow foreign shipping lines to move goods within your own Empire or between your Empire and another. In this case the foreign government will get the tax revenue from the shipping company. <br />
<br />
===Final Considerations===<br />
<br />
All of the above will take place automatically. You will see the shipping traffic but you won't have to get involved apart from possibly building jump gates to facilitate the trade and protecting the common trade routes from pirates and raiders. Trade routes in this context are not planned in the v4.x sense. They will naturally be formed by civilian traffic as it identifies trading opportunities. <br />
<br />
The existing Trade Point Creation tech line will be replaced with some type of Increased Civilian Trade tech line. This will boost both the demand and production of trade goods. So with a twenty percent increase, pops will demand goods equal to 120% of the population and all trade good production will increase by 20%. This will increase the amount of trading opportunities and generate more revenue for the shipping companies and the government.<br />
<br />
As Shipping Lines make money, they will keep some for their owners and shareholders and spend the rest on building new civilian ships. Therefore all new civilian shipping will be paid for by the wealth generated by the existing civilian shipping (plus one or two by the Shipping Lines' startup capital). I will add a window where you can monitor the holdings and profit of shipping lines within your Empire if you wish to. This is not something you need to monitor but some players will be interested to have that information.<br />
<br />
===Civilian Infrastructure===<br />
<br />
The infrastructure produced by civilians is now a trade good, like Machinery or Spices. Every colony produces infrastructure equal to double the population in millions every year. So a 500 million pop will produce 1000 infrastructure per year. Note that until deployed on a planet, when it becomes normal infrastructure as if produced by construction factories, this is tracked as a trade good. The demand for infrastructure is based on the infrastructure required for the existing population multiplied by 1.25, with a minimum of 100. This should give sufficient room for growth and, as the population grows, the demand figure will increase. A new demand figure is calculated after pop growth during the 5-day increment and also after colonists arrive on the planet. Colonies with zero colony cost, or which are unsuitable, have no demand for infrastructure. <br />
<br />
A colony will update its stock of the infrastructure trade good during the 5-day increment based on its production rate. If that colony has a demand for infrastructure then the newly produced trade good will be immediately converted into regular infrastructure without any need for transport. This means that new populations will have a limited ability to expand their living space, although bear in a mind a pop of ten million will only produce 20 infrastructure per year. If no infrastructure is needed on the planet, or there is already a sufficient amount, the new infrastructure trade good will be available to be exported for planets with a demand for infrastructure. This will work just as any other trade good, except that on arrival it will be added to the infrastructure for that population, which will in turn reduce the demand for the infrastructure trade good.<br />
<br />
===Detailed Mechanics===<br />
The existing convoy system and the concept of Trade Routes have been removed. The spaceports that were used to generate the trade points for the convoys have been replaced with a Commercial Spaceport, which is 1200 BP instead of 4800. The only function of this facility is to speed up loading and unloading. Additional levels speed it up further. The actual modifier is the normal loading time divided by (spaceport level +1). So a planet with a level 2 Commercial Spaceport will be able to load cargo three times as fast as a colony with no spaceport.<br />
<br />
The cargo sizes and the actual income rates for the trades have been setup. Each Trade Good requires 2500 cargo points, or half a cargo hold. Thus a regular freighter with five cargo holds can carry ten trade goods. This matches the size of infrastructure, which makes things easier. Every time a freighter picks up trade goods, the parent government receives 0.5 wealth per Trade Good in tax from the planet-based manufacturer, or 5 wealth for an average consignment. When the freighter arrives, the parent government receives 0.5 wealth per Trade Good in tax on the profit of the Shipping Line. The reason this is split is because while a trade conducted entirely within an Empire will yield 1 wealth per trade good, the goods might be carried by a foreign-flagged vessel, in which case you only get the export taxes, or it might be a consignment carried by one of your shipping lines from one foreign pop to another, in which case you only get the shipping taxes. Shipping from your Empire to another will provide export taxes but imports from a foreign power will yield nothing, unless they are carried in a freighter owned by a Shipping Line of your race, in which case you get the shipping taxes. This is worked out automatically and you see the different tax types in the Empire income breakdown. This is all up and working already.<br />
<br />
The Shipping Line itself receives 2 wealth for each successfully delivered trade good (20 for a normal run), regardless of the nationality of the start and destination pops. The shipping line will use this income to eventually buy additional ships. A new shipping Line window has been added that allows you to see the Shipping Lines, along with the number of ships they own, their total tonnage, their income over the last twelve months, their current wealth and their total assets. A list of their ships is provided, along with tonnage, current location, destination and cargo. Also, a list of recent deliveries is shown to demonstrate where they are operating.<br />
<br />
The Wealth Rate and Trading Rate tech lines have both been replaced with a tech named "Expand Civilian Economy by 20%". Researching this tech will increase the income of all populations by twenty percent and will increase the production and demand of all trade goods within your Empire by twenty percent. This is also the first example of what I am calling Replicating Techs. When you research this for the first time (at a cost of 2500 RP), the program creates a race-specific version of the tech. Every time you research it, the tech remains the same but the research cost doubles. This means only one line per race on the tech system tables for this tech and it also means that a situation can be created where different races pay different amounts for the same level of per capita income, which should finally solve what I have come to think of as the "China Problem"<br />
The "China Problem" is that China has a population five times greater than the United States but a much lower per-capita income. This is hard to simulate in Aurora because income is based directly on population so, all things being equal, two equal size pops will generate the same income. I have tried to fudge this by adding lower and expensive tech levels for wealth to give a China-type power some hurdles to overcome before catching up. However, once it gets on the bottom rung of the 'normal' wealth tech line, it can catch up fairly quickly. Besides, this is obviously a fudge and the realism aspect is hard to accept, especially when it suddenly becomes cheaper to increase wealth at 20 per million pop.<br />
<br />
The new Replicating Tech allows a much neater approach. When a race is manually generated you are informed that a regular TN race will receive 100% of normal income and you are asked if you want to modify this percentage. Lets assume you do and you decided to give China 15% of normal income. Normal Income is 20 wealth per million pop so China will start with 3 wealth per million pop. However, as the tech system is now entirely percentage based and specific to each race, it doesn't matter what the starting point is. It will cost the US 2500 RP to move from 20 wealth to 24 wealth and 5000 RP to move to 28.8 wealth. It will cost China 2500 RP to move from 3 wealth to 3.6 wealth and 5000 RP to move to 4.32 wealth, etc. Now it could be argued that China will improve its economy to be more efficient and this low start will penalise them. However, the US could also improve its economy and stay ahead. All this is doing is reflecting the start point for both nations. When I finally get around to sorting out real government modifiers, this will also be very useful in simulating the economic starting point for different government types.<br />
<br />
The per capita income figure shown on the Trade tab of the Pop window will now have real relevance and will be the wealth per million figure.<br />
<br />
Both demand and trade production are boosted by the Wealth bonus of the planetary governor - although now it's called the Economics Bonus. Given the potential wealth generating capability of colonies without any minerals, this bonus will be more useful than in the past. The per capita income is shown for the race as a whole (which is the original wealth rate modified any Economics Expansion tech) and a per capita income is shown for the population, which show the same figure boosted by any governor bonuses (including sector governors).<br />
<br />
==Credits==<br />
WelchBloke</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=3906Main Page2012-01-03T01:49:16Z<p>Tssha: updated Infobox release version and date</p>
<hr />
<div>{{Infobox software<br />
| name = Aurora<br />
| author = Steve Walmsley<br />
| developer = Steve Walmsley<br />
| released = {{Start date|2004}}<br />
| latest release version = 5.60<br />
| latest release date = {{Start date and age|2011|12|27}}<br />
| operating system = Microsoft Windows<br />
| genre = Science-fiction 4X strategy<br />
| website = [http://aurora2.pentarch.org Aurora Forums]<br />
}}<br />
<br />
= Aurora Wiki =<br />
<br />
This is the rules and how-to wikipedia for the Aurora 4x game. Please note this wiki page is created by Aurora players, rather than by the Aurora designer. The most up to date tutorial and FAQ information is in the [http://aurora2.pentarch.org/index.php Aurora forums].<br />
<br />
==About Aurora==<br />
<br />
Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummelled into the ashes of history by opposing races.<br />
<br />
===Release Notes=== <!-- Put newer versions first --><br />
[[Version 5.50]]<br />
<br />
==Getting Aurora==<br />
The installation files for Aurora may only be obtained from the [http://aurora2.pentarch.org/index.php/board,10.0.html Aurora forums]<br />
<br />
==Tutorial Information==<br />
<br />
* [[Glossary]] - Common terms and acronyms used in Aurora.<br />
* [[Aurora Tutorial]] - Requirements and New Game setup. (4.77)<br />
* [[System Map]] - System Map tutorial. (4.77)<br />
* [[Population]] - Population and Production overview. (4.77)<br />
* [[Basic Ship Creation]] - Ship design (4.77)<br />
** [[Shipyards]] - Shipyard operations (4.77)<br />
** [[Commercial Shipping]] - (4.77)<br />
** [[Beam Warships]] - Creating beam armed warships (4.77)<br />
*** [[Beam Overview]] - Overview of Beam weapons (4.77)<br />
** [[Fast OOB]] - Creating starting fleets (4.77)<br />
* [[Economics]] - Economics (4.77)<br />
* [[Terraforming]] - Making that new planet feel just like home. (4.77)<br />
*HOWTO:[[Create a custom race]] - How to create a custom race and starting system. (5.00)<br />
===Reference Information===<br />
<br />
====Complete Reference====<br />
* [[System Map - Complete Reference]]<br />
<br />
====General Reference====<br />
* [[Trans Newtonian Elements]]<br />
* [[Installations]]<br />
* [[Hotkeys]] - Also their functions.<br />
* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.<br />
* [[:Category:Components|Components]]<br />
** [[Core components]]<br />
** [[Other components]]<br />
* [[FAQ]]<br />
* [[SpaceMaster Mode]]<br />
* [[Ruins]] (5.01)<br />
* [[Teams]] (5.01)<br />
* [[Leaders]] (5.01)<br />
* [[Beam Weapon Range]] (5.14)<br />
<br />
==== Economy ====<br />
<br />
* [[Population]]<br />
* [[Trade System]] (5.01)<br />
* [[Salvage]] (5.01)<br />
* [[Mineral Generation]] (5.01)<br />
* [[Mass Driver]] (5.02)<br />
* [[Research]] (5.02)<br />
* [[Civilian contracts]]<br />
<br />
====Diplomacy====<br />
*[[Diplomacy]] (5.01)<br />
*[[Espionage]] (5.01)<br />
<br />
====Combat====<br />
<br />
*[[Point Defense]] (5.01)<br />
*[[Armour and Shields]] (5.01)<br />
*[[Carrier]] (5.01)<br />
*[[Ground Units]] (5.53)<br />
*[[Fleet Training]] (5.01)<br />
*[[Ship Combat]] (5.01)<br />
*[[Task Group Initiative]] (5.01)<br />
*[[Missiles]] (5.01)<br />
*[[Cloaking]] (5.30)<br />
<br />
====Ships====<br />
*[[Shipyards]] (5.02)<br />
*[[Ship repair]] (5.02)<br />
*[[Ship Maintenance]](5.02)<br />
=====Examples=====<br />
* [[Ships]]<br />
====Quickstart====<br />
* [[Quickstart for Beginners]]<br />
<br />
==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
<br />
=Links=<br />
* [http://aurora2.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]<br />
* [http://aurora2.pentarch.org/index.php/topic,1787.0.html] Different Leader Types / Research Projects<br />
* [http://aurora2.pentarch.org/index.php/topic,1680.0.html] Transportation of Ground Forces and Boarding Combat<br />
* [http://aurora2.pentarch.org/index.php/topic,1613.0.html] Diplomatic Rules<br />
* [http://aurora2.pentarch.org/index.php/topic,1654.0.html] Real Stars Option<br />
* [http://aurora2.pentarch.org/index.php/topic,1486.0.html] Civilian Trade System (need to read the whole thread)<br />
* [http://aurora2.pentarch.org/index.php/topic,1716.0.html] Civilian Mining Complexes (2nd post in thread)<br />
* [http://aurora2.pentarch.org/index.php/topic,1839.0.html] Explanation of why time increments get cut short (read the whole thread)</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=3903Missiles2011-12-17T19:22:05Z<p>Tssha: /* Buoy */ minor grammatical errors</p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage for armor piercing compared are as follows:<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100... (Square numbers) etc.<br />
<br />
For the exact amount of squares pierced, compare to square numbers. Take for example, 3x3, or 9. The damage on impact will be 5-3-1 for each layer of armor from the first to the third. For 10, a non-square number, the damage on impact will be 6-3-1. This means that for each point of WH over a square number, add one to each in a downward fashion. Like this:<br />
<br />
WH 10: 6-3-1.<br />
<br />
WH 11: 6-4-1.<br />
<br />
WH 12: 6-4-2.<br />
<br />
WH 13: 7-4-2.<br />
<br />
And so on. When there's at least 3 squares on the lowest level, the next WH will place the next point on the next level down. E.g WH 24 will do 9-7-5-3, WH 25 will do 9-7-5-3-1.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
These missile designs to be perfected should be adjusted based on your tech level, these are just base design layouts for a fairly low tech game start.<br />
<br />
<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Short Range Missile Designs<br />
! Base Missile!! High Speed!! High damage <br />
|-<br />
|1.5 Warhead||1.5 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2.5 Engine||1.5 Engine<br />
|-<br />
|.5 Fuel||.5 Fuel||.5 Fuel<br />
|-<br />
|1.5 Agility||1.5 Agility||1 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics. PD Missiles need to be at least Strength 1 to destroy enemy missiles. Depending on your Warhead Strength Per MSP technology level, the warhead size in these example designs may need to be increased to ensure the missile is Strength 1 instead of Strength 0. You may need to sacrifice Engine, Fuel, or Agility to ensure the PD Missile is still size 1.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
Since drones have 10x more fuel efficient engines they can have ranges exceeding 1 billion kilometers while the average missile sits around 50-100 million.<br />
<br />
The downside to using them like this is that their hit chance is very low due to no agility.<br />
<br />
When you create these designs in game you will probably have 6x longer range with the LR Drone, and 3x longer range with the High damage drone than with a standard missile.<br />
<br />
{| border="1"<br />
|+Long range Drone Designs<br />
!LR Drone!!!!LR High damage <br />
|-<br />
|3 Warhead||4 Warhead<br />
|-<br />
|5 Engine||5 Engine<br />
|-<br />
|2 Fuel||1 Fuel<br />
|-<br />
|0 Agility||0 Agility<br />
|-<br />
|}<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that make up the second stage that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
<br />
With this mix you get the best of both worlds, a Drone that can carry very short ranged missiles a very long distance and high damage/speed/agility missiles with low range for the final stretch.<br />
<br />
===== First Stage =====<br />
First stage MIRV design<br />
{| border="1"<br />
|+MIRV Drone Designs<br />
!LR MIRV Drone<br />
|-<br />
|0 Warhead<br />
|-<br />
|5 Engine<br />
|-<br />
|5 Fuel<br />
|-<br />
|0 Agility<br />
|-<br />
|}<br />
<br />
Your first stage should mainly be fuel, since the MIRV during first stage will be a slow missile carrying ship for all intents and purposes till it closes to the separation range and the Second stage releases.<br />
<br />
=====Second Stage=====<br />
Second stage MIRV design includes missiles you previously designed. You can choose what separation range and what missiles you want the MIRV to to carry to that range.<br />
<br />
Second Stage<br />
{| border="1"<br />
|+MIRV Second stage Designs<br />
!MIRV Second Stage Missile<br />
|-<br />
|2 Warhead<br />
|-<br />
|2 Engine<br />
|-<br />
|0.1 Fuel<br />
|-<br />
|0.9 Agility<br />
|-<br />
|}<br />
<br />
The missile you put on the MIRV will need a very small amount of fuel because you'll only need it to travel less than 15 million kilometers. Go as short range as your enemy's point defense allows though.<br />
<br />
==Buoy==<br />
A Buoy has a reactor and can be used as a Mine, Sensor, or a geosurvey for bodies.<br />
<br />
They have a set lifespan which you adjust when you design them, however so they don't live forever and require replacement eventually.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
Buoys have multiple purposes from sensors to mines (the kind that explode)<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
Mines use the second stage ability to release their payloads when an enemy closes with the mines via the separation range setting.<br />
<br />
Mines are a very cost effective weapon for jump point defense without dedication of ships.<br />
<br />
{| border="1"<br />
|+Mine Designs<br />
!Big Mine!!<br />
|-<br />
|20 Reactor Duration<br />
|-<br />
| 1 size 100 missile<br />
|}<br />
<br />
=====Mine Payload=====<br />
Mines can carry as many missiles as you want them to. <br />
<br />
====Sensor====<br />
Sensor buoys are good if you want a look at a system to see if there is any activity without risking a ship. Just drop one of these near the jump gate and go back home while this tells you everything that is occurring in the area.<br />
<br />
{| border="1"<br />
|+Sensor Buoy<br />
!Buoy<br />
|-<br />
|20 Reactor Duration<br />
|-<br />
|80 Active Sensor (resolution 100)<br />
|-<br />
|}<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|2 Reactor Duration<br />
|-<br />
|20 Geo Sensor<br />
|-<br />
|}<br />
<br />
== Missile series ==<br />
<br />
Missiles can be organized into [[missile series]]. This feature allows easy reuse of missile designs.<br />
<br />
==Credits==<br />
<br />
Tarran</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=3902Missiles2011-12-17T19:21:11Z<p>Tssha: /* Second Stage */ fixed missing apostrophe</p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage for armor piercing compared are as follows:<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100... (Square numbers) etc.<br />
<br />
For the exact amount of squares pierced, compare to square numbers. Take for example, 3x3, or 9. The damage on impact will be 5-3-1 for each layer of armor from the first to the third. For 10, a non-square number, the damage on impact will be 6-3-1. This means that for each point of WH over a square number, add one to each in a downward fashion. Like this:<br />
<br />
WH 10: 6-3-1.<br />
<br />
WH 11: 6-4-1.<br />
<br />
WH 12: 6-4-2.<br />
<br />
WH 13: 7-4-2.<br />
<br />
And so on. When there's at least 3 squares on the lowest level, the next WH will place the next point on the next level down. E.g WH 24 will do 9-7-5-3, WH 25 will do 9-7-5-3-1.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
These missile designs to be perfected should be adjusted based on your tech level, these are just base design layouts for a fairly low tech game start.<br />
<br />
<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Short Range Missile Designs<br />
! Base Missile!! High Speed!! High damage <br />
|-<br />
|1.5 Warhead||1.5 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2.5 Engine||1.5 Engine<br />
|-<br />
|.5 Fuel||.5 Fuel||.5 Fuel<br />
|-<br />
|1.5 Agility||1.5 Agility||1 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics. PD Missiles need to be at least Strength 1 to destroy enemy missiles. Depending on your Warhead Strength Per MSP technology level, the warhead size in these example designs may need to be increased to ensure the missile is Strength 1 instead of Strength 0. You may need to sacrifice Engine, Fuel, or Agility to ensure the PD Missile is still size 1.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
Since drones have 10x more fuel efficient engines they can have ranges exceeding 1 billion kilometers while the average missile sits around 50-100 million.<br />
<br />
The downside to using them like this is that their hit chance is very low due to no agility.<br />
<br />
When you create these designs in game you will probably have 6x longer range with the LR Drone, and 3x longer range with the High damage drone than with a standard missile.<br />
<br />
{| border="1"<br />
|+Long range Drone Designs<br />
!LR Drone!!!!LR High damage <br />
|-<br />
|3 Warhead||4 Warhead<br />
|-<br />
|5 Engine||5 Engine<br />
|-<br />
|2 Fuel||1 Fuel<br />
|-<br />
|0 Agility||0 Agility<br />
|-<br />
|}<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that make up the second stage that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
<br />
With this mix you get the best of both worlds, a Drone that can carry very short ranged missiles a very long distance and high damage/speed/agility missiles with low range for the final stretch.<br />
<br />
===== First Stage =====<br />
First stage MIRV design<br />
{| border="1"<br />
|+MIRV Drone Designs<br />
!LR MIRV Drone<br />
|-<br />
|0 Warhead<br />
|-<br />
|5 Engine<br />
|-<br />
|5 Fuel<br />
|-<br />
|0 Agility<br />
|-<br />
|}<br />
<br />
Your first stage should mainly be fuel, since the MIRV during first stage will be a slow missile carrying ship for all intents and purposes till it closes to the separation range and the Second stage releases.<br />
<br />
=====Second Stage=====<br />
Second stage MIRV design includes missiles you previously designed. You can choose what separation range and what missiles you want the MIRV to to carry to that range.<br />
<br />
Second Stage<br />
{| border="1"<br />
|+MIRV Second stage Designs<br />
!MIRV Second Stage Missile<br />
|-<br />
|2 Warhead<br />
|-<br />
|2 Engine<br />
|-<br />
|0.1 Fuel<br />
|-<br />
|0.9 Agility<br />
|-<br />
|}<br />
<br />
The missile you put on the MIRV will need a very small amount of fuel because you'll only need it to travel less than 15 million kilometers. Go as short range as your enemy's point defense allows though.<br />
<br />
==Buoy==<br />
A Buoy has a reactor and can be used as a Mine,Sensor, or a geosurvey for bodies.<br />
<br />
They have a set lifespan which you adjust when you design them however so they don't live forever and require replacement eventually.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
Buoys have multiple purposes from sensors to mines (the kind that explode)<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
Mines use the second stage ability to release their payloads when an enemy closes with the mines via the separation range setting.<br />
<br />
Mines are a very cost effective weapon for jump point defense without dedication of ships.<br />
<br />
{| border="1"<br />
|+Mine Designs<br />
!Big Mine!!<br />
|-<br />
|20 Reactor Duration<br />
|-<br />
| 1 size 100 missile<br />
|}<br />
<br />
=====Mine Payload=====<br />
Mines can carry as many missiles as you want them to. <br />
<br />
====Sensor====<br />
Sensor buoys are good if you want a look at a system to see if there is any activity without risking a ship. Just drop one of these near the jump gate and go back home while this tells you everything that is occurring in the area.<br />
<br />
{| border="1"<br />
|+Sensor Buoy<br />
!Buoy<br />
|-<br />
|20 Reactor Duration<br />
|-<br />
|80 Active Sensor (resolution 100)<br />
|-<br />
|}<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|2 Reactor Duration<br />
|-<br />
|20 Geo Sensor<br />
|-<br />
|}<br />
<br />
== Missile series ==<br />
<br />
Missiles can be organized into [[missile series]]. This feature allows easy reuse of missile designs.<br />
<br />
==Credits==<br />
<br />
Tarran</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=VB6_Aurora:SpaceMaster_Mode&diff=3901VB6 Aurora:SpaceMaster Mode2011-12-17T19:07:57Z<p>Tssha: /* System View */ fixed misspelling</p>
<hr />
<div>This page explains what things SM mode adds to certain windows and their effects. SM mode can be activated or deactivated from the main window's SpaceMaster tab.<br />
<br />
'''The password for SM mode is always blank, unless you set one yourself.'''<br />
<br />
<br />
== '''Economics''' ==<br />
<br />
In the Economics screen you have All Research and SM Mods down at the bottom on all tabs.<br />
All Research gives all the research to the current default race that costs less than X value. X is set when you push the button.<br />
SM Mods allows the SM to directly modify all the details of a population or colony. Want free infrastructure, construction factories of population just to name a few? Add them here. It goes to the currently selected colony. Remember to save planets' edited states before switching, as Aurora doesn't remember the edited state after you switch.<br />
<br />
'''- Economics>Industry''' tab has SM Add. Basically just creates whatever you entered in the create industrial project entries instantly from thin air. Like the create button, but instant and costs nothing.<br />
<br />
'''- Economics>Shipyard''' tab has SM SY Mod. It lets you directly modify the details of the currently selected shipyard. Size, number of slipways, and whether it's naval or commercial.<br />
<br />
'''- Economics>Research''' tab has "Instant" and "Instant RST". Instant gives the race the highlighted technology instantly. Instant RST gives the race all its designed (but unresearched) systems instantly.<br />
<br />
'''- Economics>Environment''' tab has SM Set Atm. After setting the desired value for a gas like you were doing normal terraforming just hit this button to change the ATM instantly to the value you set.<br />
<br />
'''- Economics>GU Training''' tab has Add Units. It creates a number of ground units for free. You must have a Ground Force Training Facilities to access this tab first, however, so you must SM add a GFTF first. Afterwards, you can remove it.<br />
<br />
== '''Class Design''' ==<br />
<br />
<br />
Class Design has the unlock button. As long as a class has been built the class becomes locked. The game uses the values here to determine what a ship has all the time, not just when the ship is first built. So if you change an existing class all ships of that class would 'magically' obtain the new parts for free. Unlock just allows you to edit a current design directly. Good for if you simply make a stupid little mistake that no sensible designer would miss, and already have a few ships out with the flaw. Like missing engines or no reactor on a laser ship. It can also theoretically be used to transform a tiny little scout ship into a 30000 ton behemoth for free. 'SM Mode' is just a convenient button to put you into SM mode without minimizing the screen.<br />
<br />
== '''Ships''' ==<br />
<br />
- The Ships screen has Repair All and SM Refuel. Repair All repairs all damage on the selected ship without cost. SM Refuel [[Refueling|refuels]] the selected ship's fuel tank.<br />
<br />
== '''System View''' ==<br />
<br />
<br />
The system view screen is the screen that shows all the information on any body in any system you want. It is normally defaulted to the system you are currently in. All the SM buttons are down in the lower right.<br />
<br />
- '''Create Empire:''' Creates a player race or NPR on the selected planet. Currently the planet needs to have an atmosphere. Oxygen is needed, however Methane may also work. If you try to use methane for the atmosphere, you will get a window asking for conformation. The screen that comes up that actually relates to creating the empire is very similar to some of the start game options.<br />
<br />
- '''Create system:''' Creates a randomly generated system, just like if a ship went through a jump point. You would probably have to use this a few times before you find a planet with parameters you are looking for.<br />
<br />
- '''Create Nebula:''' Works exactly like create system, except it forces the system to be a nebula type.<br />
<br />
- '''HW Minerals:''' Can be used to guarantee all minerals with decent accessibility on the selected planet, similar to when you start a new game on Earth. Good to use right before creating an empire.<br />
<br />
- '''All Minerals:''' Runs the random generation for minerals on all bodies in the system again replacing what was on the bodies before.<br />
<br />
- '''Specify Minerals:''' Lets you manually place minerals and accessibility on the selected planet. Currently (v5.20) however, there is a bug that results in all areas being blank. However, you can still change minerals; it just doesn't display the current status of the planet.<br />
<br />
- '''JP survey:''' Automatically surveys all gravity survey points in the system for the current default race.<br />
<br />
- '''All SB survey:''' Just like JP survey, only for geo surveys of all bodies in the system.<br />
<br />
- '''Star SB survey:''' Just like the above, only effecting the bodies orbiting the currently selected star.<br />
<br />
- '''Body Survey:''' Instantly does a geological survey for the current default race of the currently selected body.<br />
<br />
- '''No JP survey:''' Forces the currently selected default race to have the current system's survey points set to unsurveyed. This does not effect jump point knowledge itself.<br />
<br />
- '''No SB Survey:''' Forces the currently selected default race to lose knowledge of all minerals in all bodies in the system.<br />
<br />
- '''Update Atmos:''' Seems to just refresh the screen.<br />
<br />
- '''Redo Comets:''' Runs the comet generation routine over again, removing existing comets, and forces there to be at least 1 comet generated.<br />
<br />
- '''Random Ruin:''' Adds a random Precursor site to the selected system body. If added to an already surveyed body, you will have to survey it again to discover the ruins. Does not create any Precursor ships.<br />
<br />
== '''Task Groups''' ==<br />
<br />
- If in SM mode, you may teleport the selected Task Group to any body/waypoint in any system known by the current race. It may be found in the top right of the "History / Officers / Misc" section.<br />
<br />
- In the same section as above(History / Officers / Misc) at the bottom left, you may check on or off an option named "Select Real Star Destination for Unexplored" which allows you to select the destination star of a Task Group if it explores an unlinked Jump Point in a Real Stars game.<br />
<br />
== '''View race''' ==<br />
<br />
- SM mode View Race Details window makes the race's environmental tolerances and other details editable. Works well with the economics>environment SM mode to customize a race. Remember that if you drastically change a race's tolerances you may need to SM terraform your homeworld at the environment tab of economics to keep it habitable.<br />
== '''Intelligence/Diplomacy''' ==<br />
<br />
- Intelligence/Diplomacy gives you communicate and Change DR. Communicate just lets your race know the target race's language, which makes it easier to spy, helps diplomacy, and get intel from prisoners. Change DR Changes your race's view of the target race instantly. The values for various things are given in the tooltip. Change DR only effects your race's view of them. It doesn't effect their view of you.<br />
<br />
== '''Create Research Project''' ==<br />
<br />
- With SM mode on, hit the "Instant" button to give the custom tech you just created to your race immediately without having to research it.<br />
<br />
== '''Shipping Line Information''' ==<br />
<br />
- Add Line creates a new Shipping Line with 500 credits and no ships.<br />
<br />
== '''Credits''' ==<br />
<br />
Original post credits to Greiger from Bay12</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=VB6_Aurora:SpaceMaster_Mode&diff=3900VB6 Aurora:SpaceMaster Mode2011-12-17T19:05:29Z<p>Tssha: /* Economics */ fixed misplaced apostrophe</p>
<hr />
<div>This page explains what things SM mode adds to certain windows and their effects. SM mode can be activated or deactivated from the main window's SpaceMaster tab.<br />
<br />
'''The password for SM mode is always blank, unless you set one yourself.'''<br />
<br />
<br />
== '''Economics''' ==<br />
<br />
In the Economics screen you have All Research and SM Mods down at the bottom on all tabs.<br />
All Research gives all the research to the current default race that costs less than X value. X is set when you push the button.<br />
SM Mods allows the SM to directly modify all the details of a population or colony. Want free infrastructure, construction factories of population just to name a few? Add them here. It goes to the currently selected colony. Remember to save planets' edited states before switching, as Aurora doesn't remember the edited state after you switch.<br />
<br />
'''- Economics>Industry''' tab has SM Add. Basically just creates whatever you entered in the create industrial project entries instantly from thin air. Like the create button, but instant and costs nothing.<br />
<br />
'''- Economics>Shipyard''' tab has SM SY Mod. It lets you directly modify the details of the currently selected shipyard. Size, number of slipways, and whether it's naval or commercial.<br />
<br />
'''- Economics>Research''' tab has "Instant" and "Instant RST". Instant gives the race the highlighted technology instantly. Instant RST gives the race all its designed (but unresearched) systems instantly.<br />
<br />
'''- Economics>Environment''' tab has SM Set Atm. After setting the desired value for a gas like you were doing normal terraforming just hit this button to change the ATM instantly to the value you set.<br />
<br />
'''- Economics>GU Training''' tab has Add Units. It creates a number of ground units for free. You must have a Ground Force Training Facilities to access this tab first, however, so you must SM add a GFTF first. Afterwards, you can remove it.<br />
<br />
== '''Class Design''' ==<br />
<br />
<br />
Class Design has the unlock button. As long as a class has been built the class becomes locked. The game uses the values here to determine what a ship has all the time, not just when the ship is first built. So if you change an existing class all ships of that class would 'magically' obtain the new parts for free. Unlock just allows you to edit a current design directly. Good for if you simply make a stupid little mistake that no sensible designer would miss, and already have a few ships out with the flaw. Like missing engines or no reactor on a laser ship. It can also theoretically be used to transform a tiny little scout ship into a 30000 ton behemoth for free. 'SM Mode' is just a convenient button to put you into SM mode without minimizing the screen.<br />
<br />
== '''Ships''' ==<br />
<br />
- The Ships screen has Repair All and SM Refuel. Repair All repairs all damage on the selected ship without cost. SM Refuel [[Refueling|refuels]] the selected ship's fuel tank.<br />
<br />
== '''System View''' ==<br />
<br />
<br />
The system view screen is the screen that shows all the information on any body in any system you want. It is normally defaulted to the system you are currently in. All the SM buttons are down in the lower right.<br />
<br />
- '''Create Empire:''' Creates a player race or NPR on the selected planet. Currently the planet needs to have an atmosphere. Oxygen is needed, however Methane may also work. If you try to use methane for the atmosphere, you will get a window asking for conformation. The screen that comes up that actually relates to creating the empire is very similar to some of the start game options.<br />
<br />
- '''Create system:''' Creates a randomly generated system, just like if a ship went through a jump point. You would probably have to use this a few times before you find a planet with parameters you are looking for.<br />
<br />
- '''Create Nebula:''' Works exactly like create system, except it forces the system to be a nebula type.<br />
<br />
- '''HW Minerals:''' Can be used to guarantee all minerals with decent accessibility on the selected planet, similar to when you start a new game on Earth. Good to use right before creating an empire.<br />
<br />
- '''All Minerals:''' Runs the random generation for minerals on all bodies in the system again replacing what was on the bodies before.<br />
<br />
- '''Specify Minerals:''' Lets you manually place minerals and accessibility on the selected planet. Currently (v5.20) however, there is a bug that results in all areas being blank. However, you can still change minerals; it just doesn't display the current status of the planet.<br />
<br />
- '''JP survey:''' Automatically surveys all gravity survey points in the system for the current default race.<br />
<br />
- '''All SB survey:''' Just like JP survey, only for geo surveys of all bodies in the system.<br />
<br />
- '''Star SB survey:''' Just like the above, only effecting the bodies orbiting the currently selected star.<br />
<br />
- '''Body Survey:''' Instantly does a geological survey for the current default race of the currently selected body.<br />
<br />
- '''No JP survey:''' Forces the currently selected default race to have the current system's survey points set to unsurveyed. This does not effect jump point knowledge itself.<br />
<br />
- '''No SB Survey:''' Forces the currently selected default race to loose knowledge of all minerals in all bodies in the system.<br />
<br />
- '''Update Atmos:''' Seems to just refresh the screen.<br />
<br />
- '''Redo Comets:''' Runs the comet generation routine over again, removing existing comets, and forces there to be at least 1 comet generated.<br />
<br />
- '''Random Ruin:''' Adds a random Precursor site to the selected system body. If added to an already surveyed body, you will have to survey it again to discover the ruins. Does not create any Precursor ships.<br />
<br />
== '''Task Groups''' ==<br />
<br />
- If in SM mode, you may teleport the selected Task Group to any body/waypoint in any system known by the current race. It may be found in the top right of the "History / Officers / Misc" section.<br />
<br />
- In the same section as above(History / Officers / Misc) at the bottom left, you may check on or off an option named "Select Real Star Destination for Unexplored" which allows you to select the destination star of a Task Group if it explores an unlinked Jump Point in a Real Stars game.<br />
<br />
== '''View race''' ==<br />
<br />
- SM mode View Race Details window makes the race's environmental tolerances and other details editable. Works well with the economics>environment SM mode to customize a race. Remember that if you drastically change a race's tolerances you may need to SM terraform your homeworld at the environment tab of economics to keep it habitable.<br />
== '''Intelligence/Diplomacy''' ==<br />
<br />
- Intelligence/Diplomacy gives you communicate and Change DR. Communicate just lets your race know the target race's language, which makes it easier to spy, helps diplomacy, and get intel from prisoners. Change DR Changes your race's view of the target race instantly. The values for various things are given in the tooltip. Change DR only effects your race's view of them. It doesn't effect their view of you.<br />
<br />
== '''Create Research Project''' ==<br />
<br />
- With SM mode on, hit the "Instant" button to give the custom tech you just created to your race immediately without having to research it.<br />
<br />
== '''Shipping Line Information''' ==<br />
<br />
- Add Line creates a new Shipping Line with 500 credits and no ships.<br />
<br />
== '''Credits''' ==<br />
<br />
Original post credits to Greiger from Bay12</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=Aurora_Player_Designed_Systems&diff=3899Aurora Player Designed Systems2011-12-17T06:00:13Z<p>Tssha: /* Jump Engines */ fixed dependent clause separated from the sentence it's dependent on; rewrote most of the entry, fixed grammatical errors</p>
<hr />
<div>==Overview==<br />
All the systems listed here are able to be player designed. This article will detail the various components. It is currently a work in progress.<br />
<br />
==[[Lasers]]==<br />
===Components===<br />
Lasers have four components, each with their own tech line. Some of the components are shared with other energy weapons, while some are laser specific. The components are Laser Focal Size, Laser Wavelength, Capacitor Recharge Rate, Reduced Size Lasers. Please note that the maximum range of any laser system is 1.5m km. This is because the smallest time increment is 5 seconds and light has to obey the laws.<br />
====Laser Focal Size====<br />
Laser Focal Size ranges from 10cm to 80cm. Larger sized beams cause more damage and have a longer base recharge time. Focal size has a bearing on the maximum range of the overall laser system.<br />
{| border="1"<br />
|+Laser Focal Size<br />
!Focal Size!!Damage!!Base RoF<br />
|-<br />
|10cm||3||15s<br />
|-<br />
|12cm||4||20s<br />
|-<br />
|15cm||6||30s<br />
|-<br />
|20cm||10||50s<br />
|-<br />
|25cm||16||80s<br />
|-<br />
|30cm||24||120s<br />
|-<br />
|35cm||32||160s<br />
|-<br />
|40cm||40||200s<br />
|-<br />
|50cm||64||320s<br />
|-<br />
|60cm||96||480s<br />
|-<br />
|70cm||128||640s<br />
|-<br />
|80cm||168||840s<br />
|}<br />
====Laser Wavelength====<br />
The wavelength of the laser determines the range modifier and the maximum range of the laser.<br />
{| border="1"<br />
|+ Laser Wavelengths<br />
!Wavelength!!Base Max Range!!Range Modifier<br />
|-<br />
|Infrared Laser||30,000km||1<br />
|-<br />
|Visible Light Laser||60,000km||2<br />
|-<br />
|Near Ultraviolet Laser||90,000km||3<br />
|-<br />
|Ultraviolet Laser||120,000km||4<br />
|-<br />
|Far Ultraviolet Laser||150,000km||5<br />
|-<br />
|Soft X-Ray Laser||180,000km||6<br />
|-<br />
|X-Ray Laser||210,000km||7<br />
|-<br />
|Far X-Ray Laser||240,000km||8<br />
|-<br />
|Extreme X-Ray Laser||270,000km||9<br />
|-<br />
|Near Gamma Ray Laser||300,000km||10<br />
|-<br />
|Gamma Ray Laser||330,000km||11<br />
|-<br />
|Far Gamma Ray Laser||360,000km||12<br />
|}<br />
<br />
====Capacitor Recharge Rate====<br />
This particular component is shared between all of the energy-based weapons. I will only detail it in this section, and refer back to it from others.<br />
<br />
Capacitor recharge rate directly influences the amount of power recharges by the weapon system every 5 seconds. It is equal to the Rate, e.g. Capacitor Recharge Rate 25 = 25 power per 5 seconds.<br />
<br />
The available rates are 1, 2, 3, 4, 5, 6, 8, 10, 12, 16, 20, 25.<br />
====Reduced Size Lasers====<br />
This particular component reduces the size of the laser system at the expense of the recharge rate. There are three levels available. Standard has no change to size or rate. Reduced .75 reduces the size by 25% while increasing the recharge by 4x. Reduced .5 reduces the size by 50% and increases the recharge rate by 20x.<br />
<br />
==Missile Launchers==<br />
<br />
===Components===<br />
<br />
The main components of missile launchers are Size, Reload Rate, Platform Type, and Reduced Size.<br />
<br />
====Launcher Size====<br />
<br />
This directly affects how big of a missile may be fired. It also affects the Rate of Fire. A launcher may launch any missile available up to and equal to its size, e.g. a size 6 launcher may fire size 1-6 missiles.<br />
{| border="1"<br />
|+Missile Launcher Size<br />
!Size!!Max Missile Size!!Base Rate of Fire<br />
|-<br />
|1||1||30<br />
|-<br />
|2||2||60<br />
|-<br />
|3||3||90<br />
|-<br />
|4||4||120<br />
|-<br />
|5||5||150<br />
|-<br />
|6||6||180<br />
|-<br />
|7||7||210<br />
|-<br />
|8||8||240<br />
|-<br />
|9||9||270<br />
|-<br />
|10||10||300<br />
|-<br />
|11||11||330<br />
|-<br />
|12||12||360<br />
|-<br />
|14||14||420<br />
|-<br />
|16||16||480<br />
|-<br />
|18||18||540<br />
|-<br />
|20||20||600<br />
|-<br />
|24||24||720<br />
|}<br />
====Reload Rate====<br />
<br />
The reload rate affects how fast the missile launcher may be reloaded and fired. The level of reload rate is used as a divisor to the base reload rate from the size of the launcher. The available rates are 1 - 12.<br />
<br />
====Platform Type====<br />
<br />
There are two options available here, Ship-based and PDC-based. The PDC option cuts the base reload time in half.<br />
<br />
====Reduced Size====<br />
<br />
The options here allow the launcher to be reduced in size at the expense of reload rate.<br />
{| border="1"<br />
|+Missile Reduced Size<br />
!Size!!Rate!!Notes<br />
|-<br />
|Standard||1x<br />
|-<br />
|.75||2x<br />
|-<br />
|.5||5x<br />
|-<br />
|.33||20x<br />
|-<br />
|.25||100x||+on Mount Magazine (includes internal magazine)<br />
|-<br />
|Box (.15)||15x||No internal reload<br />
|}<br />
<br />
==Power Plants==<br />
<br />
===Components:===<br />
<br />
The main components of Power Plants are Power Plant Technology, Power vs Efficiency, Internal Armour Rating, and Size.<br />
<br />
====Power Plant Technology:====<br />
<br />
Power Plant Technology increases the amount of power produced per hullsize but also increases the cost of that system as you use higher technology versions. (Note numbers below for 1 hs power plant.)--[[User:Journier|Journier]] 00:20, 23 February 2010 (UTC)<br />
<br />
{| border="1"<br />
|'''Power Plant Technology'''<br />
!Power!!Cost<br />
|-<br />
|Pressurised Water Reactor||2||6<br />
|-<br />
|Pebble Bed Reactor Technology||3||9<br />
|-<br />
|Gas-Cooled Fast Reactor Technology||4.5||14<br />
|-<br />
|Stellarator Fusion Reactor Technology||6||18<br />
|-<br />
|Tokamak Fusion Reactor Technology||8||24<br />
|-<br />
|Magnetic Confinement Fusion Reactor Technology||10||30<br />
|-<br />
|Inertial Confinement Fusion Reactor Technology||12||36<br />
|-<br />
|Solid-core Anti-matter Power Plant Technology||16||48<br />
|-<br />
|Gas-core Anti-matter Power Plant Technology||20||60<br />
|-<br />
|Plasma-core Anti-matter Power Plant Technology||24||72<br />
|-<br />
|Beam Core Anti-matter Power Plant Technology||32||96<br />
|-<br />
|Vacuum Energy Power Plant Technology||40||120<br />
|}<br />
<br />
====Power vs Efficiency:====<br />
<br />
Power vs Efficiency increases or decreases power output, in exchange for a decrease or increase in fuel efficiency and explosion chance. The Higher your efficiency the lower the cost, the higher the Power produced, the higher the cost.<br />
<br />
<br />
{| border="1"<br />
|'''Power Efficiency'''<br />
!Power Increase!!Exp!!cost<br />
|-<br />
| -100%||50%||35%<br />
|-<br />
| -80%||40%||30%<br />
|-<br />
| -60%||30%||25%<br />
|-<br />
| -50%||25%||20%<br />
|-<br />
| -40%||20%||16%<br />
|-<br />
| -30%||15%||12%<br />
|-<br />
| -20%||10%||10%<br />
|-<br />
| -10%||5%||7%<br />
|-<br />
| 0%||0%||5%<br />
|-<br />
|5%||-2.5%||5%<br />
|-<br />
|10%||-5%||4%<br />
|-<br />
|15%||-7.5%||4%<br />
|-<br />
|20%||-10%||3%<br />
|-<br />
|25%||-12.5%||3%<br />
|-<br />
|30%||-15%||2%<br />
|-<br />
|40%||-20%||2%<br />
|-<br />
|50%||-25%||1%<br />
|}<br />
<br />
====Internal Armour Rating:====<br />
<br />
This is how much armour you have on the Power plants, Internal armour adds 50% to the Hullsize to the component.<br />
<br />
====Size:====<br />
<br />
Size of Power plants increases the product of said Power Plants above by the multiple you select. Selections up to 30 are available.<br />
<br />
==Engines==<br />
<br />
===Components:===<br />
<br />
Engines are made up of 7 components, Engine Technology, Power vs Efficiency, Internal Armour Rating, Fuel Efficiency, Hyper Drive Efficiency, Thermal Reduction, Engine Platform.<br />
<br />
====Engine Technology:====<br />
<br />
Engine Technology Increases power output of ship engines.<br />
<br />
{| border="1"<br />
|'''Military Engine Technology'''<br />
!Power!!Cost<br />
|-<br />
|Nuclear Thermal Engine||25||<br />
|-<br />
|Nuclear Pulse Engine||40||<br />
|-<br />
|Ion Engine||60||<br />
|-<br />
|Magneto-plasma Drive||80||<br />
|-<br />
|Internal Confinement Fusion Drive||100||<br />
|-<br />
|Magnetic Confinement Fusion Drive||125||<br />
|-<br />
|Inertial Confinement Fusion Drive ||160||<br />
|-<br />
|Solid Core Anti-matter Drive||200||<br />
|-<br />
|Gas Core Anti-matter Drive||250||<br />
|-<br />
|Plasma Core Anti-matter Drive||300||<br />
|-<br />
|Beam Core Anti-matter Drive||400||<br />
|-<br />
|Photonic Drive||500||<br />
|}<br />
<br />
<br />
====Power vs Efficiency:====<br />
<br />
<br />
Power vs Efficiency increases or decreases power output, in exchange for a decrease or increase in fuel efficiency and explosion chance. The Higher your efficiency the lower the cost, the higher the Power produced, the higher the cost.<br />
<br />
<br />
{| border="1"<br />
|'''Efficiency'''<br />
!Power Increase!!Exp!!cost<br />
|-<br />
| -100%||50%||35%<br />
|-<br />
| -80%||40%||30%<br />
|-<br />
| -60%||30%||25%<br />
|-<br />
| -50%||25%||20%<br />
|-<br />
| -40%||20%||16%<br />
|-<br />
| -30%||15%||12%<br />
|-<br />
| -20%||10%||10%<br />
|-<br />
| -10%||5%||7%<br />
|-<br />
| 0%||0%||5%<br />
|-<br />
|5%||-2.5%||5%<br />
|-<br />
|10%||-5%||4%<br />
|-<br />
|15%||-7.5%||4%<br />
|-<br />
|20%||-10%||3%<br />
|-<br />
|25%||-12.5%||3%<br />
|-<br />
|30%||-15%||2%<br />
|-<br />
|40%||-20%||2%<br />
|-<br />
|50%||-25%||1%<br />
|}<br />
<br />
====Internal Armour Rating:====<br />
<br />
====Fuel Efficiency:====<br />
<br />
====Hyper Drive Efficiency:====<br />
<br />
====Thermal Reduction:====<br />
<br />
====Engine Platform:====<br />
<br />
The Engine platform choices are Military, Commercial, Fast Attack Craft, and [[Fighters|Fighter]].<br />
<br />
Military:<br />
<br />
Commercial:<br />
<br />
Fast Attack Craft:<br />
<br />
Fighter:<br />
<br />
==Shields==<br />
<br />
Stop laser and Missile damage until 0.00 strength, then damage passes to armor.<br />
<br />
===Components===<br />
<br />
====Shield Type ====<br />
<br />
Alpha to Omega 1-15 shield strength<br />
<br />
====Shield Regeneration Rate ====<br />
<br />
Shield Regeneration Rate depends on the Regeneration Rate research and ranges from 1 - 15<br />
<br />
==== Fuel Efficiency ====<br />
<br />
Fuel efficiency decreases the amount of fuel consumed by a multiple from 1x - 0.1x depending on researched Fuel Efficiency modifier.<br />
<br />
==Active Sensors/Fire Control==<br />
These systems are used to detect targets and provide guidance for missiles.<br />
===Components===<br />
The components for Active Sensors and Fire Control are Active Sensor Strength, Antenna Size, Minimum Resolution, Hardening and Active Sensor Type.<br />
===Active Sensor Strength===<br />
This is the strength of the scanners. It uses the Active Grav Sensor Strength research. The values are 10, 12, 16, 21, 28, 36, 48, 60, 80, 100, 135, 180. The range of the scanner is Strength x Resolution x Antenna Size x 10,000km. Missile controls multiply that range by 3.<br />
===Antenna Size===<br />
This is a variable determined by the player. There is no associated tech line with it. It is used in determining the maximum range of the system.<br />
===Minimum Resolution===<br />
This is a variable that determines the smallest object the system can detect at range. NOTE: Smaller objects can be detected, but at severely reduced ranges. The formula for detecting smaller objects than the minimum Resolution is ( Max Range x (Target Size / Resolution) ^2 ).<br />
<br />
Resolution Zero Mode is usually reserved for anti-missile installations. Each resolution increment adds 50 tons to the minimum size detected.<br />
<br />
===Hardening===<br />
This is a researched line. It is used to protect the installation against EM damage. Values range from 0 to 8.<br />
==Thermal Sensors==<br />
Detects Thermal signatures from planets and ships.<br />
<br />
===Components:===<br />
<br />
===Thermal Sensor Sensitivity:===<br />
<br />
Depending on Thermal Sensor research can increase to 75<br />
<br />
====Total Sensor Size:====<br />
<br />
<br />
This is a variable determined by the player. There is no associated tech line with it. It is used in determining the maximum range of the system. <br />
<br />
====Hardening:====<br />
<br />
Resistance to Electronic damage.<br />
<br />
==Jump Engines==<br />
<br />
===Components===<br />
<br />
<br />
====Jump Drive efficiency====<br />
Ranges from 3-25; increase via research.<br />
<br />
====Max Jump Squadron Size====<br />
The number of ships without a jump engine that can follow a ship equipped with this jump engine through a jump point.<br />
<br />
Ranges from 3-12 squadron size; increases jump engine size.<br />
<br />
====Jump Point Distance====<br />
<br />
This is useful if you are planning on jumping into an enemy system where the enemy could be waiting for you on the other side. It allows you to jump and be further from the jump point; it slightly increases jump engine size.<br />
<br />
====Size====<br />
<br />
Increases the HullSize the component takes up but also increases the maximum size of the ship it can jump. The Max Ship Size has to be greater than the ship's total hull size; this includes the jump engine itself, so remember when designing a jump engine that you need to account for both the size of the ship + the jump engine's considerable mass.<br />
<br />
Please note, that when jumping multiple ships in a fleet, no jump engine can jump a ship larger than the ship it is mounted on, even if the Max Ship Size can accommodate both ships. If the accompanying ship is smaller than the ship equipped with the jump engine, both ships can pass through normally.<br />
<br />
====Jump Drive Type====<br />
<br />
'''Military-'''<br />
<br />
Military jump engines are smaller in size and suffer no penalty to max jump squadron size, with more efficient use of size.<br />
<br />
'''Civilian-'''<br />
<br />
Less efficient use of size and significantly larger overall, but can jump larger ships than military version (10x higher Max Ship Size than military). Civilian drives are less costly, but their max jump squadron size is penalized by one.<br />
<br />
<br />
Military jump engines cannot open jump points for civilian vessels, and vice versa.<br />
<br />
==Beam Fire Control==<br />
This installation is used to control beam weapons.<br />
===Components===<br />
The components for Beam Fire Control are Beam Fire Control Distance Rating, Fire Control Speed Rating, Fire Control Size vs Range, Fire Control Size vs Tracking Speed, Hardening, Platform Type, Ship Type Limitations.<br />
===Beam Fire Control Distance Rating===<br />
This rating determines the range at which the beam will be at 50% accuracy. Values are 10,000km, 16,000km, 24,000km, 32,000km, 40,000km, 48,000km, 60,000km, 75,000km, 100,000km, 125,000km, 150,000km, 175,000km.<br />
===Fire Control Speed Rating===<br />
This determines how fast the fire control can bring the weapon(s) to bear on the target. NOTE: The final speed rating is determined by ship speed or turret speed. Values for this are 1,250km/s, 2,000km/s, 3,000km/s, 4,000km/s, 5,000km/s, 6,250km/s, 8,000km/s, 10,000km/s, 12,500km/s, 15,000km/s, 20,000km/s, 25,000km/s.<br />
===Fire Control Size vs. Range/Tracking Speed===<br />
These two items are very similar in that the player may reduce or increase the size of the installation for a bonus (or penalty) to the Range or Tracking Speed.<br />
{| border="1"<br />
|+Size vs. Range/Tracking Speed<br />
!Size!!Range!!Tracking Speed<br />
|-<br />
|25%||25%||n/a<br />
|-<br />
|34%||34%||n/a<br />
|-<br />
|50%||50%||n/a<br />
|-<br />
|Normal||Normal||Normal<br />
|-<br />
|1.25x||n/a||1.25x<br />
|-<br />
|1.5x||1.5x||1.5x<br />
|-<br />
|2x||2x||2x<br />
|-<br />
|3x||3x||3x<br />
|-<br />
|4x||4x||4x<br />
|}<br />
===Hardening===<br />
This is the same as the Hardening on Active Sensors/Missile Control.<br />
===Platform Type===<br />
This is a switch for Ship or PDC installations. PDC installations have the range increased by 50%.<br />
===Ship Type Limitations===<br />
This is used to determine if the installation can be emplaced on any ship, or fighters only. Fighter only installations have the base tracking speed multiplied by 4.<br />
<br />
==Particle Torpedo==<br />
Torpedoes do the same amount of damage across their entire travelling distance, making them very useful in some situations.<br />
===Components===<br />
Torpedo warhead strength, Maximum Torpedo Range, and Capacitor Recharge rate.<br />
<br />
====Warhead Strength====<br />
{| border="1"<br />
|+Warhead Strength<br />
!Strength!!Hull Size!!fire rate!!power requirement<br />
|-<br />
|2||5||5||5<br />
|-<br />
|3||6||5||7<br />
|-<br />
|4||7||5||10<br />
|-<br />
|6||8||5||15<br />
|-<br />
|9||9||5||22<br />
|-<br />
|12||10||10||30<br />
|-<br />
|16||12||10||40<br />
|-<br />
|20||14||10||48<br />
|-<br />
|25||16||15||64<br />
|-<br />
|36||18||20||90<br />
|-<br />
|50||22||25||125<br />
|-<br />
<br />
|}<br />
====Maximum Torpedo Range====<br />
60,000km - 1.2m km<br />
====Capacitor Recharge Rate====<br />
Capacitor recharge rate effects how quickly your weapon will charge up the power it requires to fire again. This is increased via capacitor technology and rages from 1-25.<br />
<br />
==Meson Cannon==<br />
<br />
Meson Cannons are short ranged weapons that ignore armor, even Internal armor.<br />
<br />
===Components:===<br />
Meson Focal Size:<br />
<br />
The size of the Meson Cannon, this affects damage and range of the cannon, and power useage while making the cannon also take up more hullsize.<br />
<br />
Ranges from 10cm - 80cm<br />
<br />
====Meson Focusing:====<br />
<br />
Increases the range of the Meson Cannon without increasing power requirements.<br />
<br />
Ranges from 1-12.<br />
<br />
Increased by research.<br />
<br />
<br />
====Capacitor Recharge Rate:====<br />
Increases the recharge rate of the capacitors, and theereby increasing the fire rate of the Meson Cannon<br />
<br />
==Railgun==<br />
<br />
Railguns are specialized weapons good for close in fighting. Incredibly good at Point Defense against missiles due to 4 shots per 5 seconds. Also good at larger ranges against heavily armored missiles and fast moving ships.<br />
<br />
===Components:===<br />
<br />
====Railgun Type====<br />
10cm - 50cm<br />
<br />
Increases size of railgun and the range and power requirements.<br />
<br />
====Railgun Velocity====<br />
<br />
Increases Railgun range without increasing size or power requirements.<br />
<br />
<br />
====Capacitor Recharge Rate====<br />
<br />
Capacitors increase power recharge of weapons. Allowing faster fire rate.<br />
<br />
Ranges from 1-25<br />
<br />
==Plasma Carronade==<br />
<br />
Plasma carronades are short range high damage output weapons good for defense of Jump Points/Gates.<br />
<br />
===Components:===<br />
<br />
====Carronade Calibre====<br />
{| border="1"<br />
|'''Plasma Carronade calibre'''<br />
!Damage!!Cost!!size(tons)<br />
|-<br />
|15cm ||6||122||200<br />
|-<br />
|20cm||10||?||300<br />
|-<br />
|25cm||16||?||400<br />
|-<br />
|30cm||24||?||450<br />
|-<br />
|35cm||32||?||550<br />
|-<br />
|40cm||40||?||600<br />
|-<br />
|50cm||64||?||800<br />
|-<br />
|60cm||96||?||950<br />
|-<br />
|70cm||128||?||1100<br />
|-<br />
|80cm||168||648||1250<br />
|-<br />
|}<br />
<br />
====Capacitor Recharge Rate====<br />
1-25<br />
<br />
== EM Detection Sensors ==<br />
<br />
EM Detection Sensors passively detect shields and active search sensors of other ships, as well as electronic emissions from inhabited planets.<br />
<br />
=== Components ===<br />
<br />
==== EM Sensor Sensitivity ====<br />
<br />
EM Sensor Sensitivity is a technology found under Sensors and Fire Control. Each level of the technology increases the range at which the sensor can detect a target. More sensitive sensors are more expensive and require more raw materials.<br />
<br />
{| border="1"<br />
!Level!!Cost!!Materials Required<br />
|-<br />
|5||5||1.25x Duranium 3.75x Uridium<br />
|-<br />
|6||6||1.5x Duranium 4.5x Uridium<br />
|-<br />
|8||8||2x Duranium 6x Uridium<br />
|-<br />
|11||11||2.75x Duranium 8.25x Uridium<br />
|-<br />
|14||14||3.5x Duranium 10.5x Uridium<br />
|-<br />
|18||18||5.5x Duranium 13.5x Uridium<br />
|-<br />
|24||24||7x Duranium 18x Uridium<br />
|-<br />
|32||32||9x Duranium 24x Uridium<br />
|-<br />
|40||40||11x Duranium 30x Uridium<br />
|-<br />
|50||50||13.5x Duranium 37.5x Uridium<br />
|-<br />
|60||60||16x Duranium 45x Uridium<br />
|-<br />
|75||75||19.75x Duranium 56.25x Uridium<br />
|}<br />
<br />
==== Total Sensor Size ====<br />
<br />
Total Sensor Size is not based on any technology; all options are available from the beginning. Available sizes run from 0.1 HS to 50 HS. Increments of 0.1 HS are available for sensors from 0.1 to 1 HS; sizes from 1 HS to 50 HS are available in 1 HS increments. The following attributes are affected by sensor size:<br />
<br />
===== Overall Sensitivity =====<br />
<br />
EM Sensor Sensitivity is multiplied by Total Sensor Size to determine the overall sensitivity of the sensor. The overall sensitivity is the range, in millions of kilometers, at which the sensor can detect a target of signal strength 1000. For example, a sensor with EM Sensor Sensitivity 8 that takes up 3 HS can detect a strength 1000 target at 24,000,000 km (8 * 3 = 24).<br />
<br />
===== HTK =====<br />
<br />
HTK is 0 for sensors smaller than 1 HS, and 1 for sensors 1 HS or larger.<br />
<br />
===== Crew =====<br />
<br />
Base crew size is 5. This is multiplied by sensor size, and fractions are truncated (so 0.1 HS sensors require no crew).<br />
<br />
===== Cost =====<br />
<br />
Cost from the EM Sensor Sensitivity chart is multiplied by Total Sensor Size, and fractions are rounded to the nearest whole number. Half is rounded to the nearest ''even'' whole number; for example, both 3.5 and 4.5 are rounded to 4.<br />
<br />
===== Materials Required =====<br />
<br />
Materials required from the EM Sensor Sensitivity chart are multiplied by Total Sensor Size, and fractions are rounded to the nearest 0.25. Half is rounded to the nearest ''even'' 0.25, so 1.125 (9/8) and 0.875 (7/8) are both rounded to 1 (8/8).<br />
<br />
==== Hardening ====<br />
<br />
Hardening is based on Electronic Hardening technology, found under Sensors and Fire Control. Each level of the technology reduces the chance that a microwave weapon will destroy the sensor if it is hit. Greater levels of hardening cost more and require more raw materials, but they do not effect sensor size, crew required, or sensitivity.<br />
<br />
==High Power Microwave==<br />
High Power Microwaves destroy electronics on ships, Sensors and fire control.<br />
<br />
===Components===<br />
<br />
====Microwave Focal Size====<br />
<br />
Increases the range, hullsize and power requirement.<br />
10cm-80cm<br />
<br />
<br />
====Microwave Focusing====<br />
Focuses the beam to extend the range.<br />
<br />
Ranges from 1-12 tech level.<br />
<br />
====Capacitor Recharge rate====<br />
<br />
Allows faster firing.<br />
<br />
Ranges from 1-25.<br />
<br />
==Gauss Cannon==<br />
<br />
The Gauss Cannon is a short-ranged rapid-fire weapon well suited to point defense. It can be mounted in turrets and does not require power from a power plant. Gauss Cannon shots inflict one point of damage each over their entire range. At higher technology levels the Gauss Cannon can fire several shots every 5-second time increment. All shots must be aimed at the same target, but a missile salvo counts as a single "target", so a single Gauss Cannon can destroy several missiles at once.<br />
<br />
Note that a missile salvo refers to the missiles fired by a single fire control system at one time; if several enemy ships fire simultaneous missile salvos, a Gauss Cannon can only fire at one ship's salvo at a time. If the cannon kills an entire salvo with only some of its shots, the rest of its shots in that time increment are wasted.<br />
<br />
===Components===<br />
<br />
====Gauss Cannon Rate of Fire====<br />
<br />
Rate of fire is a technology found under Missiles / Kinetic Energy Weapons. Each level of the technology allows the Gauss Cannon to fire an additional shot in each 5-second time increment. Higher rates of fire cost more and require more raw materials, but they don't affect the size of the cannon or the crew required.<br />
<br />
{| border="1"<br />
!Level!!Rate of Fire!!Cost!!Materials Required<br />
|-<br />
|1||1 shot every 5 seconds||x1||x1<br />
|-<br />
|2||2 shots every 5 seconds||x2||x2<br />
|-<br />
|3||3 shots every 5 seconds||x3||x3<br />
|-<br />
|4||4 shots every 5 seconds||x4||x4<br />
|-<br />
|5||5 shots every 5 seconds||x5||x5<br />
|-<br />
|6||6 shots every 5 seconds||x6||x6<br />
|-<br />
|}<br />
<br />
====Gauss Cannon Velocity====<br />
<br />
Velocity is a technology found under Missiles / Kinetic Energy Weapons. Each level of technology increases the range of the Gauss Cannon by 10,000 km. Higher velocities don't affect size, cost, or crew required for the weapon, so apart from the time to research the technology, velocity has no disadvantages.<br />
<br />
On the other hand, Gauss Cannon ranges are so short (and missiles are so fast) that a cannon will rarely get more than a single, point-blank volley at an incoming missile salvo unless the missiles are of vastly inferior technology. For example, a Level 6 (60,000 km range) Gauss Cannon may have time to fire multiple volleys at a primitive, slow missile, but such a cannon is a late-game technology. Equivalent-tech missiles are usually fast enough to move from beyond the Gauss Cannon's range to impact in a single 5-second time increment. The Gauss Cannon will still get a final, point-blank shot at the volley, but range is irrelevant for this.<br />
<br />
{| border="1"<br />
!Level!!Range<br />
|-<br />
|1||10,000 km<br />
|-<br />
|2||20,000 km<br />
|-<br />
|3||30,000 km<br />
|-<br />
|4||40,000 km<br />
|-<br />
|5||50,000 km<br />
|-<br />
|6||60,000 km<br />
|-<br />
|}<br />
<br />
====Gauss Cannon Size vs Accuracy====<br />
<br />
Size vs. accuracy is not based on any technology; all options are available from the beginning. A standard-size Gauss Cannon takes 6 HS and requires 24 crew. The size, cost, and crew requirement of the cannon can be reduced at the expense of accuracy. Note that the cost and materials are also affected by rate of fire; see the above chart for multipliers.<br />
<br />
{| border="1"<br />
!Size!!Accuracy!!HTK!!Crew!!Cost!!Materials Required<br />
|-<br />
|6 HS||100%||2||24||12||12x Vendarite<br />
|-<br />
|5 HS||85%||2||20||10||10x Vendarite<br />
|-<br />
|4 HS||67%||2||16||8||8x Vendarite<br />
|-<br />
|3 HS||50%||1||12||6||6x Vendarite<br />
|-<br />
|2 HS||33%||1||8||4||4x Vendarite<br />
|-<br />
|1.5 HS||25%||1||6||3||3x Vendarite<br />
|-<br />
|1 HS||17%||1||4||2||2x Vendarite<br />
|-<br />
|0.75 HS||12.5%||0||3||1.5||1.5x Vendarite<br />
|-<br />
|0.6 HS||10%||0||2||1.2||1.2x Vendarite<br />
|-<br />
|0.5 HS||8%||0||2||1||1x Vendarite<br />
|-<br />
|}<br />
<br />
==Cloaking Device==<br />
<br />
A Cloaking Device hides a player made ship from sensor detection by a %.<br />
<br />
===Components:===<br />
<br />
====Cloaking Efficiency====<br />
<br />
Ranges 2-12, higher efficiency allows the cloaking device to hide more ship for the same hull size.<br />
<br />
====Cloaking Sensor Reduction====<br />
<br />
This Reduces the sensor signature your ship gives off by whatever % it shows. Ranges from 75% to 99.5%<br />
<br />
====Size====<br />
<br />
This is the hullsize of the Cloaking Device, larger you have the more ship you can hide.<br />
<br />
==CIWS==<br />
<br />
Close in Weapon System is for intercepting missiles at short range around the ship mounting them, they do not interact with missiles destined for other ships around them. This should be your final layer of Point Defense against incoming missiles.<br />
<br />
==='''Components:'''===<br />
Gauss Cannon Rate of Fire:<br />
<br />
Beam Fire Control Distance Rating:<br />
<br />
Fire Control Speed Rating:<br />
<br />
Active Sensor Strength:<br />
<br />
Turret Rotation Gear:<br />
<br />
ECCM:<br />
<br />
----<br />
* [[Main Page]]</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=Asteroid_mining_module&diff=3898Asteroid mining module2011-11-28T10:03:49Z<p>Tssha: Added colony requirement for Asteroid Mining</p>
<hr />
<div>An asteroid mining module is a medium sized ship module that can extract minerals from small solar bodies like asteroids and comets. They mine at the base researched rate modified by availability (a base rate of 10 tons mining minerals with .5 availability will produce 5 tons per year). The minerals are left on the planet until gathered by either a freighter or a mass driver. A colony '''must''' be present on the asteroid in order to store the minerals, or else the mining module will not operate.<br />
<br />
Asteroid mining modules are very efficient for [[Asteroid_mining|mining asteroids]] as they allow the delivery of multiple mines with a single order. However, as they will not mine planets or moons, they won't replace automated and manned mines for large scale mining projects.<br />
<br />
[[Category:Components]]</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=3890Main Page2011-10-30T00:52:29Z<p>Tssha: updated Infobox</p>
<hr />
<div>{{Infobox software<br />
| name = Aurora<br />
| author = Steve Walmsley<br />
| developer = Steve Walmsley<br />
| released = {{Start date|2004}}<br />
| latest release version = 5.54<br />
| latest release date = {{Start date and age|2011|10|19}}<br />
| operating system = Microsoft Windows<br />
| genre = Science-fiction 4X strategy<br />
| website = [http://aurora2.pentarch.org Aurora Forums]<br />
}}<br />
<br />
= Aurora Wiki =<br />
<br />
This is the rules and how-to wikipedia for the Aurora 4x game. Please note this wiki page is created by Aurora players, rather than by the Aurora designer. The most up to date tutorial and FAQ information is in the [http://aurora2.pentarch.org/index.php Aurora forums].<br />
<br />
==About Aurora==<br />
<br />
Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummelled into the ashes of history by opposing races.<br />
<br />
===Release Notes=== <!-- Put newer versions first --><br />
[[Version 5.50]]<br />
<br />
==Getting Aurora==<br />
The installation files for Aurora may only be obtained from the [http://aurora2.pentarch.org/index.php/board,10.0.html Aurora forums]<br />
<br />
==Tutorial Information==<br />
<br />
* [[Glossary]] - Common terms and acronyms used in Aurora.<br />
* [[Aurora Tutorial]] - Requirements and New Game setup. (4.77)<br />
* [[System Map]] - System Map tutorial. (4.77)<br />
* [[Population]] - Population and Production overview. (4.77)<br />
* [[Basic Ship Creation]] - Ship design (4.77)<br />
** [[Shipyards]] - Shipyard operations (4.77)<br />
** [[Commercial Shipping]] - (4.77)<br />
** [[Beam Warships]] - Creating beam armed warships (4.77)<br />
*** [[Beam Overview]] - Overview of Beam weapons (4.77)<br />
** [[Fast OOB]] - Creating starting fleets (4.77)<br />
* [[Economics]] - Economics (4.77)<br />
* [[Terraforming]] - Making that new planet feel just like home. (4.77)<br />
*HOWTO:[[Create a custom race]] - How to create a custom race and starting system. (5.00)<br />
===Reference Information===<br />
<br />
====Complete Reference====<br />
* [[System Map - Complete Reference]]<br />
<br />
====General Reference====<br />
* [[Trans Newtonian Elements]]<br />
* [[Installations]]<br />
* [[Hotkeys]] - Also their functions.<br />
* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.<br />
* [[:Category:Components|Components]]<br />
** [[Core components]]<br />
** [[Other components]]<br />
* [[FAQ]]<br />
* [[SpaceMaster Mode]]<br />
* [[Ruins]] (5.01)<br />
* [[Teams]] (5.01)<br />
* [[Leaders]] (5.01)<br />
* [[Beam Weapon Range]] (5.14)<br />
<br />
==== Economy ====<br />
<br />
* [[Population]]<br />
* [[Trade System]] (5.01)<br />
* [[Salvage]] (5.01)<br />
* [[Mineral Generation]] (5.01)<br />
* [[Mass Driver]] (5.02)<br />
* [[Research]] (5.02)<br />
* [[Civilian contracts]]<br />
<br />
====Diplomacy====<br />
*[[Diplomacy]] (5.01)<br />
*[[Espionage]] (5.01)<br />
<br />
====Combat====<br />
<br />
*[[Point Defense]] (5.01)<br />
*[[Armour and Shields]] (5.01)<br />
*[[Carrier]] (5.01)<br />
*[[Ground Units]] (5.53)<br />
*[[Fleet Training]] (5.01)<br />
*[[Ship Combat]] (5.01)<br />
*[[Task Group Initiative]] (5.01)<br />
*[[Missiles]] (5.01)<br />
*[[Cloaking]] (5.30)<br />
<br />
====Ships====<br />
*[[Shipyards]] (5.02)<br />
*[[Ship repair]] (5.02)<br />
*[[Ship Maintenance]](5.02)<br />
=====Examples=====<br />
* [[Ships]]<br />
====Quickstart====<br />
* [[Quickstart for Beginners]]<br />
<br />
==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
<br />
=Links=<br />
* [http://aurora2.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]<br />
* [http://aurora2.pentarch.org/index.php/topic,1787.0.html] Different Leader Types / Research Projects<br />
* [http://aurora2.pentarch.org/index.php/topic,1680.0.html] Transportation of Ground Forces and Boarding Combat<br />
* [http://aurora2.pentarch.org/index.php/topic,1613.0.html] Diplomatic Rules<br />
* [http://aurora2.pentarch.org/index.php/topic,1654.0.html] Real Stars Option<br />
* [http://aurora2.pentarch.org/index.php/topic,1486.0.html] Civilian Trade System (need to read the whole thread)<br />
* [http://aurora2.pentarch.org/index.php/topic,1716.0.html] Civilian Mining Complexes (2nd post in thread)<br />
* [http://aurora2.pentarch.org/index.php/topic,1839.0.html] Explanation of why time increments get cut short (read the whole thread)</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=3876Main Page2011-09-29T20:26:15Z<p>Tssha: updated Infobox</p>
<hr />
<div>{{Infobox software<br />
| name = Aurora<br />
| author = Steve Walmsley<br />
| developer = Steve Walmsley<br />
| released = {{Start date|2004}}<br />
| latest release version = 5.53<br />
| latest release date = {{Start date and age|2011|09|23}}<br />
| operating system = Microsoft Windows<br />
| genre = Science-fiction 4X strategy<br />
| website = [http://aurora2.pentarch.org Aurora Forums]<br />
}}<br />
<br />
= Aurora Wiki =<br />
<br />
This is the rules and how-to wikipedia for the Aurora 4x game. Please note this wiki page is created by Aurora players, rather than by the Aurora designer. The most up to date tutorial and FAQ information is in the [http://aurora2.pentarch.org/index.php Aurora forums].<br />
<br />
==About Aurora==<br />
<br />
Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummelled into the ashes of history by opposing races.<br />
<br />
===Release Notes=== <!-- Put newer versions first --><br />
[[Version 5.50]]<br />
<br />
==Getting Aurora==<br />
The installation files for Aurora may only be obtained from the [http://aurora2.pentarch.org/index.php/board,10.0.html Aurora forums]<br />
<br />
==Tutorial Information==<br />
<br />
* [[Glossary]] - Common terms and acronyms used in Aurora.<br />
* [[Aurora Tutorial]] - Requirements and New Game setup. (4.77)<br />
* [[System Map]] - System Map tutorial. (4.77)<br />
* [[Population]] - Population and Production overview. (4.77)<br />
* [[Basic Ship Creation]] - Ship design (4.77)<br />
** [[Shipyards]] - Shipyard operations (4.77)<br />
** [[Commercial Shipping]] - (4.77)<br />
** [[Beam Warships]] - Creating beam armed warships (4.77)<br />
*** [[Beam Overview]] - Overview of Beam weapons (4.77)<br />
** [[Fast OOB]] - Creating starting fleets (4.77)<br />
* [[Economics]] - Economics (4.77)<br />
* [[Terraforming]] - Making that new planet feel just like home. (4.77)<br />
*HOWTO:[[Create a custom race]] - How to create a custom race and starting system. (5.00)<br />
===Reference Information===<br />
<br />
====Complete Reference====<br />
* [[System Map - Complete Reference]]<br />
<br />
====General Reference====<br />
* [[Trans Newtonian Elements]]<br />
* [[Installations]]<br />
* [[Hotkeys]] - Also their functions.<br />
* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.<br />
* [[:Category:Components|Components]]<br />
** [[Core components]]<br />
** [[Other components]]<br />
* [[FAQ]]<br />
* [[SpaceMaster Mode]]<br />
* [[Ruins]] (5.01)<br />
* [[Teams]] (5.01)<br />
* [[Leaders]] (5.01)<br />
* [[Beam Weapon Range]] (5.14)<br />
<br />
==== Economy ====<br />
<br />
* [[Population]]<br />
* [[Trade System]] (5.01)<br />
* [[Salvage]] (5.01)<br />
* [[Mineral Generation]] (5.01)<br />
* [[Mass Driver]] (5.02)<br />
* [[Research]] (5.02)<br />
* [[Civilian contracts]]<br />
<br />
====Diplomacy====<br />
*[[Diplomacy]] (5.01)<br />
*[[Espionage]] (5.01)<br />
<br />
====Combat====<br />
<br />
*[[Point Defense]] (5.01)<br />
*[[Armour and Shields]] (5.01)<br />
*[[Carrier]] (5.01)<br />
*[[Ground Units]] (5.53)<br />
*[[Fleet Training]] (5.01)<br />
*[[Ship Combat]] (5.01)<br />
*[[Task Group Initiative]] (5.01)<br />
*[[Missiles]] (5.01)<br />
*[[Cloaking]] (5.30)<br />
<br />
====Ships====<br />
*[[Shipyards]] (5.02)<br />
*[[Ship repair]] (5.02)<br />
*[[Ship Maintenance]](5.02)<br />
=====Examples=====<br />
* [[Ships]]<br />
====Quickstart====<br />
* [[Quickstart for Beginners]]<br />
<br />
==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
<br />
=Links=<br />
* [http://aurora2.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]<br />
* [http://aurora2.pentarch.org/index.php/topic,1787.0.html] Different Leader Types / Research Projects<br />
* [http://aurora2.pentarch.org/index.php/topic,1680.0.html] Transportation of Ground Forces and Boarding Combat<br />
* [http://aurora2.pentarch.org/index.php/topic,1613.0.html] Diplomatic Rules<br />
* [http://aurora2.pentarch.org/index.php/topic,1654.0.html] Real Stars Option<br />
* [http://aurora2.pentarch.org/index.php/topic,1486.0.html] Civilian Trade System (need to read the whole thread)<br />
* [http://aurora2.pentarch.org/index.php/topic,1716.0.html] Civilian Mining Complexes (2nd post in thread)<br />
* [http://aurora2.pentarch.org/index.php/topic,1839.0.html] Explanation of why time increments get cut short (read the whole thread)</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=Teams&diff=3710Teams2011-08-14T15:18:42Z<p>Tssha: spelling and grammar pass, expansion of the espionage entry</p>
<hr />
<div>==Teams==<br />
<br />
Teams are accessible from the '''Teams/Academy''' tab located within the '''Population and Production''' window (''F2''). <br />
<br />
When created they are made up of 5 personnel, from all areas of your officer corp - scientists, navy, ground and administration. Those with the relevant bonus will appear in the list.<br />
<br />
As teams go about their work, it is possible for individual members to drop out due to death or illness, so periodic checks are recommended. If anyone dies or retires, you can replace them either by disbanding the team and reassembling the squad, or assigning officers to a team via the Officer Corps window.<br />
<br />
Selecting a population location before creating a team will cause the team to appear at that location. A time saver if you want to set up a geological survey at a prospective new mining colony. To move an existing team in this way, select it, disband and then create it again in the new site.<br />
<br />
Teams can also be transferred via ships. They do not require any cargo space and any ship can transfer them.<br />
<br />
There are 4 types of teams :<br />
<br />
=== Espionage ===<br />
<br />
'''Espionage''' teams gather information on an alien species, including enemy ship designs, missile designs, system maps, gravitational survey results and other important information. They can be killed in action when operating on an alien world.<br />
<br />
=== Diplomacy ===<br />
<br />
'''Diplomatic''' teams try to help relations with other empires.([[NPR]]s). Their location is not relevant to their assignment. Once created, they are activated in the Intelligence/Diplomacy window (CNTL + F5).<br />
<br />
=== Xenology ===<br />
<br />
'''Xenology''' teams investigate [[ruins]] discovered via geological surveys. It is necessary to transport the team to the site in question.<br />
<br />
=== Geology ===<br />
<br />
'''Geology''' teams will search all across a world that hasn't had a geological report built and search for more minerals. This is different from a geological survey done by a ship, geology teams will find minerals missed by the probe. The higher the team's skill, the more likely it is that they will find extra minerals and the less likely it is that they will give up after each find. <br />
<br />
A good team can find hundreds of thousands of tons of minerals on a planet, which is a great boon to any empire. It is also possible for a team to improve the accessibility of minerals.<br />
<br />
In order to survey the mineral resources of a system body, a geological team only has to be dropped on the said body. Dropping a geological team on a planet will automatically create a new colony if this planet was empty. Obviously, gas giants are not a valid destination. <br />
<br />
The survey will take place automatically, you don't have to give specific orders to your team. Members of the team will gain a small amount of experience each time new deposits of minerals are discovered.<br />
<br />
Once the survey is done, the ''Geological Team Survey Completed'' field ('''F2''' screen, '''Summary''' tab) will be set to 'Yes'.</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=3705Main Page2011-08-12T21:36:43Z<p>Tssha: changed terraforming description</p>
<hr />
<div>{{Infobox software<br />
| name = Aurora<br />
| author = Steve Walmsley<br />
| developer = Steve Walmsley<br />
| released = {{Start date|2004}}<br />
| latest release version = 5.52<br />
| latest release date = {{Start date and age|2011|08|11}}<br />
| operating system = Microsoft Windows<br />
| genre = Science-fiction 4X strategy<br />
| website = [http://aurora2.pentarch.org Aurora Forums]<br />
}}<br />
<br />
= Aurora Wiki =<br />
<br />
This is the rules and how-to wikipedia for the Aurora 4x game. Please note this wiki page is created by Aurora players, rather than by the Aurora designer. The most up to date tutorial and FAQ information is in the [http://aurora2.pentarch.org/index.php Aurora forums].<br />
<br />
==About Aurora==<br />
<br />
Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummelled into the ashes of history by opposing races.<br />
<br />
===Release Notes=== <!-- Put newer versions first --><br />
[[Version 5.50]]<br />
<br />
==Getting Aurora==<br />
The installation files for Aurora may only be obtained from the [http://aurora2.pentarch.org/index.php/board,10.0.html Aurora forums]<br />
<br />
==Tutorial Information==<br />
* [[Glossary]] - Common terms and acronyms used in Aurora.<br />
* [[Aurora Tutorial]] - Requirements and New Game setup. (4.77)<br />
* [[System Map]] - System Map tutorial. (4.77)<br />
* [[Population]] - Population and Production overview. (4.77)<br />
* [[Basic Ship Creation]] - Ship design (4.77)<br />
** [[Shipyards]] - Shipyard operations (4.77)<br />
** [[Commercial Shipping]] - (4.77)<br />
** [[Beam Warships]] - Creating beam armed warships (4.77)<br />
*** [[Beam Overview]] - Overview of Beam weapons (4.77)<br />
** [[Fast OOB]] - Creating starting fleets (4.77)<br />
* [[Economics]] - Economics (4.77)<br />
* [[Terraforming]] - Making that new planet feel just like home. (4.77)<br />
*HOWTO:[[Create a custom race]] - How to create a custom race and starting system. (5.00)<br />
===Reference Information===<br />
<br />
====Complete Reference====<br />
* [[System Map - Complete Reference]]<br />
<br />
====General Reference====<br />
* [[Trans Newtonian Elements]]<br />
* [[Installations]]<br />
* [[Hotkeys]] - Also their functions.<br />
* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.<br />
* [[Core components]]<br />
* [[Other components]]<br />
* [[FAQ]]<br />
* [[SpaceMaster Mode]]<br />
* [[Ruins]] (5.01)<br />
* [[Teams]] (5.01)<br />
* [[Leaders]] (5.01)<br />
* [[Beam Weapon Range]] (5.14)<br />
<br />
====Economy====<br />
*[[Population]]<br />
*[[Trade System]] (5.01)<br />
*[[Salvage]] (5.01)<br />
*[[Mineral Generation]] (5.01)<br />
*[[Mass Driver]] (5.02)<br />
*[[Research]] (5.02)<br />
<br />
====Diplomacy====<br />
*[[Diplomacy]] (5.01)<br />
*[[Espionage]] (5.01)<br />
<br />
====Combat====<br />
<br />
*[[Point Defense]] (5.01)<br />
*[[Armour and Shields]] (5.01)<br />
*[[Carrier]] (5.01)<br />
*[[Ground units]] (5.01)<br />
*[[Fleet Training]] (5.01)<br />
*[[Ship Combat]] (5.01)<br />
*[[Task Group Initiative]] (5.01)<br />
*[[Missiles]] (5.01)<br />
*[[Cloaking]] (5.30)<br />
<br />
====Ships====<br />
*[[Shipyards]] (5.02)<br />
*[[Ship repair]] (5.02)<br />
*[[Ship Maintenance]](5.02)<br />
=====Examples=====<br />
* [[Ships]]<br />
====Quickstart====<br />
* [[Quickstart for Beginners]]<br />
<br />
==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
<br />
=Links=<br />
* [http://aurora2.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]<br />
* [http://aurora2.pentarch.org/index.php/topic,1787.0.html] Different Leader Types / Research Projects<br />
* [http://aurora2.pentarch.org/index.php/topic,1680.0.html] Transportation of Ground Forces and Boarding Combat<br />
* [http://aurora2.pentarch.org/index.php/topic,1613.0.html] Diplomatic Rules<br />
* [http://aurora2.pentarch.org/index.php/topic,1733.0.html] Missile Series<br />
* [http://aurora2.pentarch.org/index.php/topic,1654.0.html] Real Stars Option<br />
* [http://aurora2.pentarch.org/index.php/topic,1486.0.html] Civilian Trade System (need to read the whole thread)<br />
* [http://aurora2.pentarch.org/index.php/topic,1716.0.html] Civilian Mining Complexes (2nd post in thread)<br />
* [http://aurora2.pentarch.org/index.php/topic,1839.0.html] Explanation of why time increments get cut short (read the whole thread)</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=3704Main Page2011-08-12T21:29:42Z<p>Tssha: 5.52 released, info updated</p>
<hr />
<div>{{Infobox software<br />
| name = Aurora<br />
| author = Steve Walmsley<br />
| developer = Steve Walmsley<br />
| released = {{Start date|2004}}<br />
| latest release version = 5.52<br />
| latest release date = {{Start date and age|2011|08|11}}<br />
| operating system = Microsoft Windows<br />
| genre = Science-fiction 4X strategy<br />
| website = [http://aurora2.pentarch.org Aurora Forums]<br />
}}<br />
<br />
= Aurora Wiki =<br />
<br />
This is the rules and how-to wikipedia for the Aurora 4x game. Please note this wiki page is created by Aurora players, rather than by the Aurora designer. The most up to date tutorial and FAQ information is in the [http://aurora2.pentarch.org/index.php Aurora forums].<br />
<br />
==About Aurora==<br />
<br />
Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummelled into the ashes of history by opposing races.<br />
<br />
===Release Notes=== <!-- Put newer versions first --><br />
[[Version 5.50]]<br />
<br />
==Getting Aurora==<br />
The installation files for Aurora may only be obtained from the [http://aurora2.pentarch.org/index.php/board,10.0.html Aurora forums]<br />
<br />
==Tutorial Information==<br />
* [[Glossary]] - Common terms and acronyms used in Aurora.<br />
* [[Aurora Tutorial]] - Requirements and New Game setup. (4.77)<br />
* [[System Map]] - System Map tutorial. (4.77)<br />
* [[Population]] - Population and Production overview. (4.77)<br />
* [[Basic Ship Creation]] - Ship design (4.77)<br />
** [[Shipyards]] - Shipyard operations (4.77)<br />
** [[Commercial Shipping]] - (4.77)<br />
** [[Beam Warships]] - Creating beam armed warships (4.77)<br />
*** [[Beam Overview]] - Overview of Beam weapons (4.77)<br />
** [[Fast OOB]] - Creating starting fleets (4.77)<br />
* [[Economics]] - Economics (4.77)<br />
* [[Terraforming]] - Making that new planet just like mom's. (4.77)<br />
*HOWTO:[[Create a custom race]] - How to create a custom race and starting system. (5.00)<br />
===Reference Information===<br />
<br />
====Complete Reference====<br />
* [[System Map - Complete Reference]]<br />
<br />
====General Reference====<br />
* [[Trans Newtonian Elements]]<br />
* [[Installations]]<br />
* [[Hotkeys]] - Also their functions.<br />
* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.<br />
* [[Core components]]<br />
* [[Other components]]<br />
* [[FAQ]]<br />
* [[SpaceMaster Mode]]<br />
* [[Ruins]] (5.01)<br />
* [[Teams]] (5.01)<br />
* [[Leaders]] (5.01)<br />
* [[Beam Weapon Range]] (5.14)<br />
<br />
====Economy====<br />
*[[Population]]<br />
*[[Trade System]] (5.01)<br />
*[[Salvage]] (5.01)<br />
*[[Mineral Generation]] (5.01)<br />
*[[Mass Driver]] (5.02)<br />
*[[Research]] (5.02)<br />
<br />
====Diplomacy====<br />
*[[Diplomacy]] (5.01)<br />
*[[Espionage]] (5.01)<br />
<br />
====Combat====<br />
<br />
*[[Point Defense]] (5.01)<br />
*[[Armour and Shields]] (5.01)<br />
*[[Carrier]] (5.01)<br />
*[[Ground units]] (5.01)<br />
*[[Fleet Training]] (5.01)<br />
*[[Ship Combat]] (5.01)<br />
*[[Task Group Initiative]] (5.01)<br />
*[[Missiles]] (5.01)<br />
*[[Cloaking]] (5.30)<br />
<br />
====Ships====<br />
*[[Shipyards]] (5.02)<br />
*[[Ship repair]] (5.02)<br />
*[[Ship Maintenance]](5.02)<br />
=====Examples=====<br />
* [[Ships]]<br />
====Quickstart====<br />
* [[Quickstart for Beginners]]<br />
<br />
==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
<br />
=Links=<br />
* [http://aurora2.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]<br />
* [http://aurora2.pentarch.org/index.php/topic,1787.0.html] Different Leader Types / Research Projects<br />
* [http://aurora2.pentarch.org/index.php/topic,1680.0.html] Transportation of Ground Forces and Boarding Combat<br />
* [http://aurora2.pentarch.org/index.php/topic,1613.0.html] Diplomatic Rules<br />
* [http://aurora2.pentarch.org/index.php/topic,1733.0.html] Missile Series<br />
* [http://aurora2.pentarch.org/index.php/topic,1654.0.html] Real Stars Option<br />
* [http://aurora2.pentarch.org/index.php/topic,1486.0.html] Civilian Trade System (need to read the whole thread)<br />
* [http://aurora2.pentarch.org/index.php/topic,1716.0.html] Civilian Mining Complexes (2nd post in thread)<br />
* [http://aurora2.pentarch.org/index.php/topic,1839.0.html] Explanation of why time increments get cut short (read the whole thread)</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=Ground_forces&diff=3620Ground forces2011-06-01T14:49:26Z<p>Tssha: fixed spelling errors</p>
<hr />
<div>Ground troops are troops on the ground, unsurprisingly. They provide a reduction in unrest (by, we must assume, shooting dissenters). <br />
<br />
In addition, Engineer brigades allow you to exploit alien Ruins, and can assemble PDC elements.<br />
<br />
<br />
==Ground Combat==<br />
http://aurora2.pentarch.org/index.php/topic,697.0.html<br />
<br />
==Transport==<br />
Individual ground units MUST be manually transported from place to place. It is also important to provide your troopships with sufficient capacity to embark the whole of the formation, you can't have a brigade spread around five troop transports for example.<br />
<br />
===How To Transport===<br />
<br />
Bring a ship over to a planet or another ship with troop transport bays. Select the ship you want to load from and select Load GU into Troop Transport. You select the Ground units you want to add from the selection box that fits into the screen one by one.<br />
<br />
==Combat Drop==<br />
<br />
Infantry loaded into drop pods can be combat dropped, which doesn't require any time for them to hit the ground and begin fighting.<br />
<br />
===How To Combat Drop===<br />
<br />
1) Go to the f12 task group screen, select a Ship with Combat Drop Modules, click load GU into Drop Module in fleet. You should see a selection of units to load into the unit right below the Plotted Move screen called "Select Ground Unit" appear. Select one and hit add move.<br />
<br />
2) Advance time till this is complete (takes time to load GU's into the drop pods but they exit the drop pods instantly).<br />
<br />
3) Your unit should now be loaded onto a Combat module.<br />
<br />
4)Now when you get near a planet or ship you can select an action for this ship called Combat Drop Ground Unit, or Boarding Action.<br />
<br />
==Ship Boarding==<br />
<br />
The ability for drop modules to be shot toward an enemy ship and get infantry onto the hull of that vessel.<br />
<br />
Infantry then begin blowing holes into the armor to enter the ship if none already exist.<br />
<br />
===Important facts about Boarding Combat===<br />
<br />
Trying to board a ship moving at several hundred or several thousand kilometers per second in this manner is still incredibly risky. Because of the speeds involved, the intercepting vessel must have a huge speed advantage to make the boarding attempt without suffering heavy casualties among the boarders. The cause of those casualties will vary but could include missing the target and ending up within the exhaust plume, impacting the hull at too high a speed, missing entirely and being lost in space, etc. The percentage of casualties from the boarding attempt is equal to 20xD10, giving a range from 20-200%. However, the amount of D10 rolled is reduced by Interception Speed / Target Speed. For example, if the interception speed is 6000 km/s and the target is moving at 1000 km/s, the number of D10 is reduced by 6. Therefore, if the intercepting ship is at least twenty times faster than the target ship, the attempt is automatically successful and no casualties are suffered during the boarding. Because of the risks involved, in most cases before a boarding attempt can be made the target ship will have to be slowed down or disabled.<br />
<br />
1) Combat takes place every five minutes after movement and combat. Once a unit has successfully boarded a hostile vessel, the Boarding <br />
<br />
Combat Clock begins counting. Once it reaches 300 seconds or greater, a round of boarding combat is fought and the clock is reduced by 300.<br />
<br />
2) Low readiness units on both sides cannot avoid combat<br />
<br />
3) The boarders cannot retreat so they must keep attacking until they capture the ship, die trying or surrender.<br />
<br />
4) As a result of the boarding combat, collateral damage may be inflicted to the ship itself. If this is severe enough, or causes secondary explosions, it is possible the ship might blow up in the midst of the fight.<br />
<br />
5) If all the defending units and crew are eliminated, the ship is captured.<br />
<br />
===How To Use===<br />
First you need a much faster ship than the ship you plan to try to take over. This is achieved via the small Drop Module and a fighter with an engine and a little bit of fuel and a tiny engineering section.<br />
<br />
Load GU into Drop Modules within fleet (if fighter is in a fleet). Then select an enemy ship and issue a boarding order.<br />
<br />
The Troop Shuttle will carry the troops from the fleet over to the enemy vessel and barring any accidents like the enemy blowing a 80cm hole in the troop ship you are all set for the shuttle to launch its troops at the enemy vessel and begin boarding actions.<br />
<br />
The faster your Troop Shuttle is the better chance that more Marines will land on the enemy ship and giving you a better chance to take it over successfully.</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=Mass_Driver&diff=3618Mass Driver2011-05-25T06:47:52Z<p>Tssha: /* Mass Driver Genocide */ fixed minor grammar error</p>
<hr />
<div>==Mass Driver==<br />
<br />
Mass Drivers are facilities built on planets or transported there that can transport 5000 tons of minerals per year to a intrasystem destination with another Mass Driver.<br />
<br />
===Function of Mass Drivers===<br />
<br />
Mass drivers can allow you with minimal micromanagement to set up a main industrial or resource planet in a system. Where all resources are sent to this single planet that arrive in system.<br />
<br />
You can create a galactic resource chain via mass drivers and transports linking between these Main Resource nodes, all eventually linking back to your Homeworld which should be a thriving industrial base requiring these minerals.<br />
<br />
===How to use Mass Drivers===<br />
<br />
Mass Drivers are manufactured by Construction Factories. Typically, early in the game this means that they will be built on your homeworld. A Mass Driver takes 25,000t of cargo capacity to move, and can be moved just like other installations. Once you have a Mass Driver on a colony with mineral resources, you can set a destination for its mineral packets.<br />
<br />
F2 (Population and Production Window) -> Mining and Maintenance Tab<br />
<br />
To the right of the mineral report, there is now a drop down menu. Simply select a destination and watch the resources fly.<br />
<br />
===Mass Driver Genocide===<br />
<br />
If you build a mass driver on your homeworld, and build or have one on a colony, you have a system of sending and receiving.<br />
<br />
If you have your colony send a mineral packet to your homeworld, but while it is en route you deconstruct or move the mass driver off the homeworld, the Mineral Packet will strike your Homeworld with a destructive amount of force, killing millions and making your own population rebel against you.<br />
<br />
It is also possible to overwhelm mass driver capacity on the receiving end, as a single mass driver only has a 5,000t capacity, any excess results in damage.</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=Armour_and_Shields&diff=3617Armour and Shields2011-05-25T06:37:25Z<p>Tssha: /* Combining Armour and Shields */ fixed grammar errors and adopted a consistent spelling standard</p>
<hr />
<div>==Armour==<br />
<br />
Armour is skin of the fleet, and it is by this skin that the fleet survives.<br />
<br />
Armour costs the same per strength point at the first rating (thickness) as it does at the last.<br />
<br />
However, it takes more armour to cover the ship the thicker the armour is since the ship is becoming larger with each added layer.<br />
<br />
This can be helped quite a bit by Armour tech increases.<br />
<br />
But, Armour has positive and negative sides.<br />
<br />
===Positive===<br />
<br />
Armour has a great strength per ton ratio compared to other ship components.<br />
<br />
A ship with more armour rating can take much (deeper) hits from lasers and still have its internals intact.<br />
<br />
===Negative===<br />
<br />
Armour slows a ship down with its weight.<br />
<br />
Armour adds to the breakdown chance of a ship.<br />
<br />
==General Armour and Shields Info==<br />
<br />
Now Armour's main issue is that it slows down your ship, but large heavily armored ships aren't meant to chase down the enemy and beat them, they are to meet the enemy's attack head on and beat them off while surviving the battle.<br />
<br />
Armour on smaller ships is where this issue lies. Small ships under 10,000 tons require minimal Armour to reach high speeds.<br />
<br />
These ships can also be considered of negligible risk to use as well so it is fine to armour them lightly for the possibility to close with<br />
<br />
the enemy and unload their lethal cargo all the sooner. But they need to actually close with the enemy without dying which bring about the age old problem: Armour, Speed,or Firepower. Pick 2.<br />
<br />
<br />
Ok so here we are.<br />
<br />
I have Armour rating 13 on my ship now, that is a total weight of 4585 tons. providing a total of 1100.4 Armour strength<br />
<br />
If i did that Tonnage amount in shields (3 strength 300 recharge shield) I would have only 276 shield strength!<br />
<br />
92 shields x 50 weight each = 4600 tons, and the cost is actually just slightly cheaper than armor at that weight amount, 100 less cost.<br />
<br />
but those 92 shields will regenerate 1 shield strength each every 100 seconds. (total recharge time is 300 seconds for a 3 strength shield)<br />
<br />
so that is 92 damage you wont be taking against normal weapons every 100 seconds. Using some simple math, we know over the course of a 100 second battle,even if your shields were brought to 0 from the get-go, you'd absorb an additional 92 damage. This makes shields a good buffer for enemy attacks,especially against "Sandblaster" tactics, where high-ROF weapons are used, rather than slow-firing armour-piercing attacks. Shields also absorb all damage given to them, instead of allowing "piercing" like armour does, shields will ALWAYS attempt to protect the ship from impacts or beams, even if they are thin.<br />
<br />
BUT 276 total shield strength is... very anemic. that is only 50x6 strength missiles to blast right through! That is just 1 salvo from some NPR's! If you were relying on this alone against NPR's your ships would be fodder.<br />
<br />
the break even point for these shields would be around a 800 second battle with very slow enemy attacks allowing you to recharge your shields. This almost never happens, though.<br />
<br />
===Types of Armour===<br />
<br />
====Component armour====<br />
<br />
Turrets, magazines, power plants, engines, fuel tanks, etc) the armor on these components reduces the chance that a point of internal damage will destroy one HTK point on the component. The chance is equal to (armour) /<br />
(armour + HTK), so 2 points of armour on a 3 HTK turret means 40% of the time it will be undamaged by a hit.<br />
<br />
Note that all internal damage is applied one point at a time.<br />
<br />
==Weapon Penetration Data on Armour==<br />
<br />
Lasers dig deeply into armor in a single spot they hit.<br />
<br />
Missiles spread large triangular damage formation.<br />
<br />
Mesons pass through with no effect.<br />
<br />
High Power Microwaves pass right through with no effect.<br />
<br />
==Shields==<br />
<br />
Shields are the buffer between the armor and the incoming weapons fire.<br />
<br />
Shields have a few positives and negatives as well.<br />
<br />
===Positives===<br />
<br />
Regenerate at variable speed depending on technology researched.<br />
<br />
While they are up and running, require no maintenance to repair as they take damage.<br />
<br />
They block High Power Microwaves giving protection to your sensors and fire controls.<br />
<br />
Unlike armour you can prefabricate shields separately at construction factories and thus considerably reduce the ship's overall construction time.<br />
<br />
===Negatives===<br />
<br />
Strength per ton is much worse than armor at every point.<br />
<br />
Nearly same cost as armour for worse protection.<br />
<br />
There is no time to ready shields if you are taken by surprise e.g. after a Gate jump.<br />
<br />
They give away your position to passive EM sensors.<br />
<br />
===General Shield Info===<br />
For weight they aren't worth it at all when alone, and other than for ships that are large and meant for decade long voyages through enemy space you should think carefully about your approach to using them en mass.<br />
<br />
shield strength tech goes from 1-15 per shield generator and recharge.<br />
<br />
By lvl 5 strength you begin generating a noteworthy amount of protection along with recharge.<br />
<br />
5x20 = 100 shield strength for 1000 tons<br />
<br />
By lvl 10 strength you have a fairly decent protective field around the ship per generator. Take into account that with lvl 10 shield recharge you would have<br />
<br />
10x20 = 200 shield strength at 1000 tons. That is the point where you can start exchanging shields for armor and easily shields would do better than armor due to regeneration technology as long as the enemy's salvos of missiles weren't all bunched into a single giant strike.<br />
<br />
Each shield generator regenerates 3.3 damage per second, with 20 shield generators that's 66 dmg every 100 seconds. Not too bad for only 1000 tons of shields. Every 100 seconds you could be absorbing plenty of extra damage.<br />
<br />
This also protects you from minor conflicts forcing you to use up maintenance supplies repairing the armor on the hull.<br />
<br />
==Weapon Penetration Data for Shields==<br />
<br />
Mesons pass through shields unaffected.<br />
<br />
High Power Microwaves do 3 damage to shields for each point of standard damage they do.<br />
<br />
==Combining Armour and Shields==<br />
<br />
A effective ship should have a mix of Armour and Shields.<br />
<br />
Armour is always more cost effective at all levels than shields for just plain Strength.<br />
<br />
However no damage leaks through shields (except for meson) while they have some strength left, while armour leaks even if it has 95% of its strength left due to lucky hits and certain deep cutting weapons like Lasers.<br />
<br />
It's a very good idea to base a shield + armour combo off of the following.<br />
<br />
You can create a damage reducing shield barrier that constantly recharges and reduces the damage done and thereby the Depth of damage done by Lasers (which gouge deeply) and Missiles (which make a big wide hole but the more damage the wider and deeper it makes it)<br />
<br />
so if you have 20 shields x 5 strength with recharge rate 300 seconds, every 100 seconds you could bring each shield back up to 1.6 strength x 20 and reduce incoming laser and missile strikes on the armour by 32 damage every 100 seconds!<br />
<br />
This only gets better with higher shield technology and can provide quite a buffer for the armour Rating, allowing a player to lighten his ships for increased speed or more firepower in a weight range.</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=Armour_and_Shields&diff=3616Armour and Shields2011-05-25T06:32:23Z<p>Tssha: /* General Shield Info */ fixed grammar mistakes and adopted consistent spelling standard</p>
<hr />
<div>==Armour==<br />
<br />
Armour is skin of the fleet, and it is by this skin that the fleet survives.<br />
<br />
Armour costs the same per strength point at the first rating (thickness) as it does at the last.<br />
<br />
However, it takes more armour to cover the ship the thicker the armour is since the ship is becoming larger with each added layer.<br />
<br />
This can be helped quite a bit by Armour tech increases.<br />
<br />
But, Armour has positive and negative sides.<br />
<br />
===Positive===<br />
<br />
Armour has a great strength per ton ratio compared to other ship components.<br />
<br />
A ship with more armour rating can take much (deeper) hits from lasers and still have its internals intact.<br />
<br />
===Negative===<br />
<br />
Armour slows a ship down with its weight.<br />
<br />
Armour adds to the breakdown chance of a ship.<br />
<br />
==General Armour and Shields Info==<br />
<br />
Now Armour's main issue is that it slows down your ship, but large heavily armored ships aren't meant to chase down the enemy and beat them, they are to meet the enemy's attack head on and beat them off while surviving the battle.<br />
<br />
Armour on smaller ships is where this issue lies. Small ships under 10,000 tons require minimal Armour to reach high speeds.<br />
<br />
These ships can also be considered of negligible risk to use as well so it is fine to armour them lightly for the possibility to close with<br />
<br />
the enemy and unload their lethal cargo all the sooner. But they need to actually close with the enemy without dying which bring about the age old problem: Armour, Speed,or Firepower. Pick 2.<br />
<br />
<br />
Ok so here we are.<br />
<br />
I have Armour rating 13 on my ship now, that is a total weight of 4585 tons. providing a total of 1100.4 Armour strength<br />
<br />
If i did that Tonnage amount in shields (3 strength 300 recharge shield) I would have only 276 shield strength!<br />
<br />
92 shields x 50 weight each = 4600 tons, and the cost is actually just slightly cheaper than armor at that weight amount, 100 less cost.<br />
<br />
but those 92 shields will regenerate 1 shield strength each every 100 seconds. (total recharge time is 300 seconds for a 3 strength shield)<br />
<br />
so that is 92 damage you wont be taking against normal weapons every 100 seconds. Using some simple math, we know over the course of a 100 second battle,even if your shields were brought to 0 from the get-go, you'd absorb an additional 92 damage. This makes shields a good buffer for enemy attacks,especially against "Sandblaster" tactics, where high-ROF weapons are used, rather than slow-firing armour-piercing attacks. Shields also absorb all damage given to them, instead of allowing "piercing" like armour does, shields will ALWAYS attempt to protect the ship from impacts or beams, even if they are thin.<br />
<br />
BUT 276 total shield strength is... very anemic. that is only 50x6 strength missiles to blast right through! That is just 1 salvo from some NPR's! If you were relying on this alone against NPR's your ships would be fodder.<br />
<br />
the break even point for these shields would be around a 800 second battle with very slow enemy attacks allowing you to recharge your shields. This almost never happens, though.<br />
<br />
===Types of Armour===<br />
<br />
====Component armour====<br />
<br />
Turrets, magazines, power plants, engines, fuel tanks, etc) the armor on these components reduces the chance that a point of internal damage will destroy one HTK point on the component. The chance is equal to (armour) /<br />
(armour + HTK), so 2 points of armour on a 3 HTK turret means 40% of the time it will be undamaged by a hit.<br />
<br />
Note that all internal damage is applied one point at a time.<br />
<br />
==Weapon Penetration Data on Armour==<br />
<br />
Lasers dig deeply into armor in a single spot they hit.<br />
<br />
Missiles spread large triangular damage formation.<br />
<br />
Mesons pass through with no effect.<br />
<br />
High Power Microwaves pass right through with no effect.<br />
<br />
==Shields==<br />
<br />
Shields are the buffer between the armor and the incoming weapons fire.<br />
<br />
Shields have a few positives and negatives as well.<br />
<br />
===Positives===<br />
<br />
Regenerate at variable speed depending on technology researched.<br />
<br />
While they are up and running, require no maintenance to repair as they take damage.<br />
<br />
They block High Power Microwaves giving protection to your sensors and fire controls.<br />
<br />
Unlike armour you can prefabricate shields separately at construction factories and thus considerably reduce the ship's overall construction time.<br />
<br />
===Negatives===<br />
<br />
Strength per ton is much worse than armor at every point.<br />
<br />
Nearly same cost as armour for worse protection.<br />
<br />
There is no time to ready shields if you are taken by surprise e.g. after a Gate jump.<br />
<br />
They give away your position to passive EM sensors.<br />
<br />
===General Shield Info===<br />
For weight they aren't worth it at all when alone, and other than for ships that are large and meant for decade long voyages through enemy space you should think carefully about your approach to using them en mass.<br />
<br />
shield strength tech goes from 1-15 per shield generator and recharge.<br />
<br />
By lvl 5 strength you begin generating a noteworthy amount of protection along with recharge.<br />
<br />
5x20 = 100 shield strength for 1000 tons<br />
<br />
By lvl 10 strength you have a fairly decent protective field around the ship per generator. Take into account that with lvl 10 shield recharge you would have<br />
<br />
10x20 = 200 shield strength at 1000 tons. That is the point where you can start exchanging shields for armor and easily shields would do better than armor due to regeneration technology as long as the enemy's salvos of missiles weren't all bunched into a single giant strike.<br />
<br />
Each shield generator regenerates 3.3 damage per second, with 20 shield generators that's 66 dmg every 100 seconds. Not too bad for only 1000 tons of shields. Every 100 seconds you could be absorbing plenty of extra damage.<br />
<br />
This also protects you from minor conflicts forcing you to use up maintenance supplies repairing the armor on the hull.<br />
<br />
==Weapon Penetration Data for Shields==<br />
<br />
Mesons pass through shields unaffected.<br />
<br />
High Power Microwaves do 3 damage to shields for each point of standard damage they do.<br />
<br />
==Combining Armour and Shields==<br />
<br />
A effective ship should have a mix of Armour and Shields.<br />
<br />
Armour is always more cost effective at all levels than shields for just plain Strength.<br />
<br />
However no damage leaks through shields (except for meson) while they have some strength left, while armour leaks even if it has 95% of its strength left due to lucky hits and certain deep cutting weapons like Lasers.<br />
<br />
A very good idea to base a shield + Armour combo off of is the following.<br />
<br />
You can create a damage reducing shield barrier that constantly recharges and reduces the damage done and thereby the Depth of damage done by Lasers (which gouge deeply) and Missiles (which make a big wide hole but the more damage the wider and deeper it makes it)<br />
<br />
so if you have 20 shields x 5 strength with recharge rate 300 seconds, every 100 seconds you could bring each shield back up to 1.6 strength x 20 and reduce incoming laser and missile strikes on the armor by 32 damage every 100 seconds!<br />
<br />
This only gets better with higher shield technology and can provide quite a buffer for the Armor Rating. Allowing a player to lighten his ships for increased speed or more firepower in a weight range.</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=VB6_Aurora:New_Game&diff=3611VB6 Aurora:New Game2011-05-17T06:52:22Z<p>Tssha: fixed an error in the tutorial</p>
<hr />
<div>==Aurora Requirements==<br />
#If you are living in a country which uses the comma (,) for decimal separator, then while playing Aurora you have to switch the Regional Settings of your computer over to US or UK or another country that uses the period (.) as the decimal separator. In XP this is in the Control Panel. <br />
# The minimum resolution required is 1280x1024. A higher resolution or multiple monitors will allow you to see more windows at once. If your display doesn´t support this, there are ways around it, provided your video card supports a higher resolution than your monitor/display.<br />
# Scrolling desktop. A program that extends the desktop beyond your screen can be found at http://360desktop.com/<br />
# In XP, something similar is already built in but it does carry a warning from Microsoft so you will have to decide if this is worth trying. Go to the screen where you set your resolution. Select the Advanced button and then select the Monitor tab. There is a checkbox which reads "Hide modes that this monitor cannot display". If you uncheck this box, you can set resolution to anything your graphics card can handle. If this resolution is higher than what your monitor can display, whenever your mouse pointer reaches the edge of your screen, the whole screen will scroll in that direction. <br />
<br />
==New Game Creation==<br />
[[file:New_Game.PNG|right|200px|alt="New Game Setup"|New Game Setup]]<br />
When you start Aurora, the first thing you should see is a small window with Game Details in the title bar. Across the bottom are four buttons: New, Save, Delete Game and Select. In a moment we are going to be pressing New but a quick word on Select first. Select will choose the currently selected game and take you to the main menu bar (which is really just a window title bar and a menu in the centre of the screen). If you accidentally press Select and get to this menu bar before setting up a game, you can go back to the Game Details window by pressing Ctrl-I or choosing Game Info from the Game menu.<br />
<br />
To start a new game, press the New button on the Game Details window, This will open a much larger window with the title "Create New Game". This may seem a little overwhelming at first but most of the standard options are already selected. I'll run through most of them so you can set up the type of game you want. <br />
<br />
'''Game Name''' is self-explanatory. Perhaps "My First Game", or maybe "My First Rampage Through the Galaxy", depending on your style. Leave the SpaceMaster Password blank as that is really for refereed multi-player games.<br />
<br />
'''Starting Year:''' Any number you like. Aurora keeps track of time using years, months, days and seconds. You will start at 00:00 on January 1st of whatever year you select.<br />
<br />
'''Maximum Number of Systems:''' This isn't really the max number of systems that you can have in your universe as it can be changed at any time during the game. In effect, it is the highest system number that will be generated by the program in a random (not 'Real Stars') universe. Small numbers of systems means more chance of races being close together. So if you want a knife fight in a phone booth you can choose a low number of systems and if you want a slow leisurely build up before the carnage begins you can choose a high number. 1000 is in the middle of the range and is a reasonable number for a starting game.<br />
<br />
'''Local System Generation Chance''' and '''Local System Generation Spread''' determines how much 'clustering' there is in a random game. This is something you don't need to worry about yet so you can skip this paragraph if you like. Still here? Well here we go then. In a 1000 system game, the program will select a number from 1-1000 when generating a new system. If the Local System Generation Chance is 50% then there is a 50% chance that instead the program will pick a number close to that of the current system. Just how close depends on the Local System Generation Spread. If your current system is number 100 and the Local System Generation Spread is 15, then if a local system is selected it will be between 85 and 115. Why does this make a difference? Well, if you pick a system that already exists when entering a jump point, you will create a link to a new system. If every system was generated randomly from 1-1000, the galactic map will probably comprise a large number of independent chains of systems stretching out form your start point. If the number range selected is small then there is a lot more chance of encountering nearby systems so you generate a far more inter-connected universe with a lot of connections between chains and loops of systems.<br />
<br />
'''Construction Cycle Time:''' You get to build a lot of things in different things in Aurora and the actual construction takes place in what is commonly referred to as the 5-day increment. It would affect performance if Aurora updated construction times in every 5 second increment or sub-pulse so instead the game waits until an number of increments have passed that add up to about five days and then runs all the construction code after the normal movement/detection/combat phases. Because Aurora increments rarely add up to exactly five days between construction cycles, the program uses the actual amount of time that has passed, whether it is 5 days, 12 days or 6 days, 14 hours, 12 minutes and 45 seconds. This means that the amount of 'construction' carried out in each construction cycle may vary a little between cycles. You can choose to change the trigger time for a construction cycle from the standard 400,000 seconds if you want it to happen more or less often but I would suggest leaving it alone until you have a lot more experience with the game. Just for interest, here is a list of some of the things that happen during a construction cycle (jump to the next paragraph when you get bored )<br />
<br />
#) Population Growth takes place<br />
#) Each population is checked to see if sufficient workers exist to man its factories, shipyards, etc, If there are too few then the planet's industry works at a lower capacity<br />
#) Orbital Motion takes place<br />
#) Lifepods are checked to see if they run out of air<br />
#) Comets move<br />
#) Transfers of Foreign Aid take place<br />
#) Wealth is calculated and added to the wealth balance for each Empire<br />
#) Each population calculates its trade goods production and supply and demand are set for civilian trade.<br />
#) Ships are checked for system failures. If failures occur, the affected ships will resolve the problem automatically if they have sufficient maintenance supplies.<br />
#) Maintenance is calculated for ground forces.<br />
#) If some form of disaster scenario is in play, such as the Sun gradually heating up, then planetary environments in the affected system are updated.<br />
#) Mining production for both player-owned and [[Civilian_mining_complex|civilian-owned mines]] and asteroid mining ships. There are eleven different 'minerals' in Aurora and they are required as the raw materials for virtually everything you can build<br />
#) Fuel production for harvesters in orbit of gas giants<br />
#) Terraforming updated<br />
#) Fuel is refined at populations with fuel refineries and sufficient Sorium.<br />
#) Shipyard Activity takes place. This isn't shipbuilding but rather modification of shipyards. Increasing their size, adding new slipways or retooling to build a different ship<br />
#) Ship Construction<br />
#) Training of new Ground Forces<br />
#) Construction of new installations, such as factories, shipyards, research facilities and about two dozen other facilities<br />
#) Ordnance Production (building new missiles, sensor buoys, recon drones, mines, etc)<br />
#) Fighter Production (small spacecraft < 500 tons are built in factories rather than in shipyards)<br />
#) Research<br />
#) Survey of planets by geosurvey satellites. Geosurvey by ships takes place during normal movement<br />
#) Civilian Shipping Lines may build new ships if they have sufficient wealth. Rarely, new Shipping Lines may be formed<br />
#) Civilian Mining Colonies may be setup. You can tax these or buy their minerals.<br />
#) Crew Training takes place<br />
#) Mass Drivers (usually on mining colonies) create new mineral packets and fling them toward their targets (usually populated worlds in the same system). Important safety tip! If you tell one population to send minerals by mass driver to another, make sure the receiving population has a mass driver too to catch it. Otherwise, the planet gets bombarded with unfortunate results for both industry and civilians. <br />
#) Political Status of each planet in your Empire is checked. Those that have been conquered will move through several stages over time before they are eventually fully integrated into your Empire. This can take a number of years, depending on a number of factors including their species characteristics, the strength of the occupation forces and just how much damage you caused capturing the planet in the first place. It's hard to see your occupier in a good light when the planet is still in a nuclear winter and all the cows have two heads. 'Loyal' populations can suffer from unrest due to a number of factors, including radiation (due to alien bombardment), insufficient military protection, minority status (of their species within the Empire), etc. This can be quelled with sufficient ground forces. Garrison battalions are ideal as they are relatively cheap but effective in this role.<br />
#) Ruin Recovery: Xenology teams try to decipher ancient alien languages and symbology from ruins. Engineer Regiments try to recover alien installations from ruins where the Xeno teams have completed their work.<br />
#) Geology teams search planets for mineral deposits that may have been missed by an orbital survey<br />
#) Espionage Teams try to gain intelligence data from rival Empires.<br />
#) Radiation effects are reduced slightly<br />
#) Ground units recover readiness and morale. Readiness is recovered far more quickly if Replacement Battalions are available.<br />
#) Ground combat units loaded in combat drop modules potentially suffer loss of morale if they are held there too long.<br />
#) Ground Combat (Boarding combat takes place during regular movement/combat phase)<br />
#) Communication attempts with alien Empires. Diplomatic Rating are updated or those Empires with which comms have been established and the status of treaties is reviewed<br />
#) Commanders are checked for health problems and training accidents<br />
#) Commanders potentially gain experience<br />
#) If automated assignments are being used, the program review existing assignments and assigns new officers as appropriate.<br />
#) Warnings are generated for any ships that are low on fuel<br />
#) The Danger Status of systems is gradually reduced over time. This is used by civilian shipping lines to decide whether it is safe to operate in a given system.<br />
#) Industrial Reactivation is checked. Sectors of industry on a particular world (Ordnance Production, Shipyards, etc.) can be shut down in the case on a manpower shortage. Reactivation of a sector takes six months<br />
<br />
OK, I did say I might digress . So back to the New Game window<br />
<br />
'''The Non-player Race Generation Chance''' is the chance that an alien empire will be created if an eligible world is created during system generation. Eligible worlds are not that common but 30% is probably reasonable for your first game. A world may still be eligible even if it appears to be uninhabitable to your species.<br />
<br />
'''The Non-player race Population Modifier''' is a difficulty modifier. The size of a new alien homeworld population is generated on a bell curve with the midpoint being equal to the average player race total population. If you change this value to less than 100 the midpoint of the bell curve will move below the average player race population. If you increase, the midpoint will be higher than the average player race population. This method of alien race generation also means that you can choose any starting population size and the game will scale appropriately<br />
<br />
If you really like comets, you can set a minimum number per system. Comets are good in the sense that they usually have accessible mineral deposits, often in the ten of thousands of tons range, but bad in the sense they may disappear into the Oort cloud with your mining colony and come back in a few thousand years . Short period comets are much better for mining or you can make hay while the sun shines if a long period comet happens to be in the inner system for a while. We have completed the Basic Parameters section and I can see this tutorial is going to take a while to write if I don't starting getting a lot more concise <br />
<br />
The next section is '''Setting Empire Parameters'''. Empire Title, Species Name and Homeworld Name are just text entry fields so you can be as imaginative as you like, or just leave the standard 'Terran Federation', 'Human' and 'Earth' entries.<br />
<br />
'''Government Type''' includes some modifiers for Empire characteristics, such as Xenophobia, Militancy, Determination, etc. and affects the amount of industry and how it is divided at game start. For now, just leave it as a player race.<br />
<br />
'''Main Empire Theme''' adds flavour to your race. Your starting ranks, random system names and auto-generated names for ship classes will be based on the theme. So for example if you chose United States for the theme, the ranks would be US Naval and Army ranks, the system names would be US cities and the class names would be Essex, Lexington, Spruance, Ticonderoga, etc.. All names can be overridden during the games if you prefer something else and you can change theme mid-game. There are currently over sixty different themes including such varieties as Canadian, Deutschland, Demonic Realm, Ancient Egypt, Knights Templar, Welsh, Barsoom, Swedish, ASEAN, etc.<br />
'''<br />
'''Commander Theme''' affects the naming of your Commanders. For the US theme I imported the latest US Census data into the Aurora database. When you generate a Commander it will pick a random first name from 2000 possibles and a random surname from over 50,000. That provides about one hundred million names for the US theme alone. Different name themes will vary in how the names are generated are displayed. For example, the Roman name theme uses praenomen (given name), nomen and cognomen. The German theme will put the occasional 'von' in for flavour, etc. There are currently thirty-four name themes, including Russian, Japanese, Ancient Greek, Polish, Jewish, Arabic, Hobbit, Zulu, Norse, Indian, etc. Any name theme you need should in there somewhere. If you want to see more themes, I am always open to players creating themes and sending them to me for the next version. Let me know if you want more details.<br />
<br />
The final part of this section is an option between a '''Trans-Newtonian Empire and a Conventional Empire'''. Stick with Trans-Newtonian for now, which is a standard Aurora Empire. A Conventional Empire starts with no space-age tech and you have to pretty much start from scratch, converting your conventional industry and researching all of the normal basic starting tech. This would be frustrating for a new player and this tutorial will assume a standard start.<br />
<br />
Next is the '''Species Tolerance''' section. Each species in Aurora has environmental tolerances with their midpoint being their homeworld. The habitability of planets will vary considerably depending on the species tolerances so a world that is ideal for humans may be uninhabitable for some other species and vice versa. Even humans can be set with varying tolerances that can affect the difficulty of the game. For now, set the maximum deviation in oxygen pressure to 50%, the max deviation in gravity to 70%, the max deviation in temperature to 22 and the max atmospheric pressure to 4.<br />
<br />
These settings will mean that an ideal habitable world will have a temperature between 0 and 44C, an oxygen pressure between 0.1 and 0.3 atm, a gravity between 0.3G and 1.7G and a maximum atmospheric pressure of 4.0 atm. In addition to the individual species tolerances, the ideal habitable world will also need to have no dangerous gases such as Chlorine and will need the oxygen to be no more than 30% of the total atmospheric pressure. A planet that doesn't meet those criteria may be uninhabitable (if it falls outside the gravity range) or may require infrastructure to support the population. Note that you can put ground bases, troops, sensors etc. on any world except a gas giant, regardless of the habitability. If you want an actual population though, which you will need to run shipyards, factories, etc,, then the planet has to be habitable or at least have enough infrastructure for the inhabitants.<br />
<br />
Next is '''Starting Population'''. This lays out the parameters for your initial population on Earth. Somewhere between 500m and 1000m is a good amount for a new player. Lets leave it at 500m for now. The other boxes can be left alone as they are mainly for specialized scenarios. For example, you might set the Wealth Creation Rate and Industrial Percentage fields to be very low (perhaps 15-20%) to simulate a country like China that has a lot of population but a much lower per capita industrial output and per capita income than the USA. In games that feature multiple starting Empires on Earth this can be an important balancing factor for the SpaceMaster.<br />
<br />
Moving swiftly on to the '''Starting System''' section. Set the number of Sol Jump Points to 6. and leave the other boxes unchecked, This will give us plenty of avenues for exploration<br />
<br />
In the '''Starting Tech''' system, uncheck the Assign Starting tech points box so we can allocate our own tech at the start of the game. If the box is left checked, the game will randomly assign our starting tech points to background technologies. That can be fun if you want to create a more challenging start where you have to cope with whatever tech you are given. As we are learning at the moment, it's much more educational to choose them ourselves . Likewise, leave the Create Ship Systems box unchecked as we will be doing that ourselves as well.<br />
<br />
Now we move to the second half of the Create New Game window. This is easier to explain as much of the information is already on the screen. Leave the Starting Race as it is so we can start on Earth. The other option is for SpaceMasters who are setting up their own universe and it is a LOT more complex.<br />
<br />
'''Precursors''', as the blurb states, are robot ships that guard some of the ruins in the game and small Precursor ship occasionally appear in non-ruin system. Leave this selected as Precursors provide valuable combat experience. Rather than a complete Empire similar to your own (which is what NPRs will be). Precursors are isolated groups of ships left over from an ancient Empire that dominated the galaxy until they were destroyed by a foe that is yet to be introduced to the game. All that remains are the few ships that guard the ruins of defeated foes waiting for new instructions that never arrive. Their mission is simply to eliminate all non-Precursor life. They have no real populations, although they may have small listening posts and weapon caches in the system. Although few in number and they don't have any survey ships for exploration, they are likely to be higher tech than your own Empire at game start and any starting NPRs. You will need to overwhelm, outsmart or simply avoid them until you are ready. <br />
<br />
Leave the number of computer-controlled Empires (NPRs) as 1 and leave the two checkboxes in the section checked. One NPR is plenty for a starting game as new ones will be generated as the game progresses and new systems are found. An NPR is an Empire much like your own. It will be exploring the galaxy, encountering and fighting Precursors, setting up new colonies and improving its industry. When you finally encounter an NPR it may turn out to be friendly, depending on how diplomacy progresses, or it may be an implacable foe. Or it may change from one to the other at some point.<br />
<br />
Don't bother with the optional simplifications for now. If you want to run a different style game in the future, you can always experiment with them. <br />
<br />
Leave '''Realistic Commander Promotions''' on as it is one thing less to worry about and it does provide a good flavour to the Commander system. Turn off the Political Bonuses option as it adds an unnecessary complication at this point.<br />
<br />
Leave '''Inexperienced Fleets''' on for now. You can turn it off later if you wish but the need to institute fleet training exercises adds a good degree of realism to the game. If you are a beginner then you should probably turn this off until you are ready to play a longer game. If you leave it on, you will need to train a fleet together for some time to get coordinated fire, and manuever. This is very important for missile combat.<br />
<br />
Lets play with '''Real Star systems''' on as well. That takes care of system naming and it will add some familiarity to the universe. You can leave the Orbital Motion on as well. If you have a modern PC, you can turn on Orbital Motion for Asteroids as well.<br />
<br />
Aha - the Moment of Truth! When you are ready click '''Create Game'''. This will take a minute or two and there will be a couple of popup messages. When all that is complete you will be back at the Game Details window with your new game selected. Press Enter to select the game and you will be at the main menu bar. Press F3 for the System Map.<br />
----<br />
* [[Main Page]]<br />
* [[System Map]]</div>Tsshahttp://aurorawiki.pentarch.org/index.php?title=Aurora_Player_Designed_Systems&diff=3610Aurora Player Designed Systems2011-05-16T22:31:25Z<p>Tssha: /* Particle Torpedo */ grammar fix</p>
<hr />
<div>==Overview==<br />
All the systems listed here are able to be player designed. This article will detail the various components. It is currently a work in progress.<br />
<br />
==Laser Technology==<br />
===Components===<br />
Lasers have four components, each with their own tech line. Some of the components are shared with other energy weapons, while some are laser specific. The components are Laser Focal Size, Laser Wavelength, Capacitor Recharge Rate, Reduced Size Lasers. Please note that the maximum range of any laser system is 1.5m km. This is because the smallest time increment is 5 seconds and light has to obey the laws.<br />
====Laser Focal Size====<br />
Laser Focal Size ranges from 10cm to 80cm. Larger sized beams cause more damage and have a longer base recharge time. Focal size has a bearing on the maximum range of the overall laser system.<br />
{| border="1"<br />
|+Laser Focal Size<br />
!Focal Size!!Damage!!Base RoF<br />
|-<br />
|10cm||3||15s<br />
|-<br />
|12cm||4||20s<br />
|-<br />
|15cm||6||30s<br />
|-<br />
|20cm||10||50s<br />
|-<br />
|25cm||16||80s<br />
|-<br />
|30cm||24||120s<br />
|-<br />
|35cm||32||160s<br />
|-<br />
|40cm||40||200s<br />
|-<br />
|50cm||64||320s<br />
|-<br />
|60cm||96||480s<br />
|-<br />
|70cm||128||640s<br />
|-<br />
|80cm||168||840s<br />
|}<br />
====Laser Wavelength====<br />
The wavelength of the laser determines the range modifier and the maximum range of the laser.<br />
{| border="1"<br />
|+ Laser Wavelengths<br />
!Wavelength!!Base Max Range!!Range Modifier<br />
|-<br />
|Infrared Laser||30,000km||1<br />
|-<br />
|Visible Light Laser||60,000km||2<br />
|-<br />
|Near Ultraviolet Laser||90,000km||3<br />
|-<br />
|Ultraviolet Laser||120,000km||4<br />
|-<br />
|Far Ultraviolet Laser||150,000km||5<br />
|-<br />
|Soft X-Ray Laser||180,000km||6<br />
|-<br />
|X-Ray Laser||210,000km||7<br />
|-<br />
|Far X-Ray Laser||240,000km||8<br />
|-<br />
|Extreme X-Ray Laser||270,000km||9<br />
|-<br />
|Near Gamma Ray Laser||300,000km||10<br />
|-<br />
|Gamma Ray Laser||330,000km||11<br />
|-<br />
|Far Gamma Ray Laser||360,000km||12<br />
|}<br />
<br />
====Capacitor Recharge Rate====<br />
This particular component is shared between all of the energy-based weapons. I will only detail it in this section, and refer back to it from others.<br />
<br />
Capacitor recharge rate directly influences the amount of power recharges by the weapon system every 5 seconds. It is equal to the Rate, e.g. Capacitor Recharge Rate 25 = 25 power per 5 seconds.<br />
<br />
The available rates are 1, 2, 3, 4, 5, 6, 8, 10, 12, 16, 20, 25.<br />
====Reduced Size Lasers====<br />
This particular component reduces the size of the laser system at the expense of the recharge rate. There are three levels available. Standard has no change to size or rate. Reduced .75 reduces the size by 25% while increasing the recharge by 4x. Reduced .5 reduces the size by 50% and increases the recharge rate by 20x.<br />
<br />
==Missile Launchers==<br />
<br />
===Components===<br />
<br />
The main components of missile launchers are Size, Reload Rate, Platform Type, and Reduced Size.<br />
<br />
====Launcher Size====<br />
<br />
This directly affects how big of a missile may be fired. It also affects the Rate of Fire. A launcher may launch any missile available up to and equal to its size, e.g. a size 6 launcher may fire size 1-6 missiles.<br />
{| border="1"<br />
|+Missile Launcher Size<br />
!Size!!Max Missile Size!!Base Rate of Fire<br />
|-<br />
|1||1||30<br />
|-<br />
|2||2||60<br />
|-<br />
|3||3||90<br />
|-<br />
|4||4||120<br />
|-<br />
|5||5||150<br />
|-<br />
|6||6||180<br />
|-<br />
|7||7||210<br />
|-<br />
|8||8||240<br />
|-<br />
|9||9||270<br />
|-<br />
|10||10||300<br />
|-<br />
|11||11||330<br />
|-<br />
|12||12||360<br />
|-<br />
|14||14||420<br />
|-<br />
|16||16||480<br />
|-<br />
|18||18||540<br />
|-<br />
|20||20||600<br />
|-<br />
|24||24||720<br />
|}<br />
====Reload Rate====<br />
<br />
The reload rate affects how fast the missile launcher may be reloaded and fired. The level of reload rate is used as a divisor to the base reload rate from the size of the launcher. The available rates are 1 - 12.<br />
<br />
====Platform Type====<br />
<br />
There are two options available here, Ship-based and PDC-based. The PDC option cuts the base reload time in half.<br />
<br />
====Reduced Size====<br />
<br />
The options here allow the launcher to be reduced in size at the expense of reload rate.<br />
{| border="1"<br />
|+Missile Reduced Size<br />
!Size!!Rate!!Notes<br />
|-<br />
|Standard||1x<br />
|-<br />
|.75||2x<br />
|-<br />
|.5||5x<br />
|-<br />
|.33||20x<br />
|-<br />
|.25||100x||+on Mount Magazine (includes internal magazine)<br />
|-<br />
|Box (.15)||15x||No internal reload<br />
|}<br />
<br />
==Power Plants==<br />
<br />
===Components:===<br />
<br />
The main components of Power Plants are Power Plant Technology, Power vs Efficiency, Internal Armour Rating, and Size.<br />
<br />
====Power Plant Technology:====<br />
<br />
Power Plant Technology increases the amount of power produced per hullsize but also increases the cost of that system as you use higher technology versions. (Note numbers below for 1 hs power plant.)--[[User:Journier|Journier]] 00:20, 23 February 2010 (UTC)<br />
<br />
{| border="1"<br />
|'''Power Plant Technology'''<br />
!Power!!Cost<br />
|-<br />
|Pressurised Water Reactor||2||6<br />
|-<br />
|Pebble Bed Reactor Technology||3||9<br />
|-<br />
|Gas-Cooled Fast Reactor Technology||4.5||14<br />
|-<br />
|Stellarator Fusion Reactor Technology||6||18<br />
|-<br />
|Tokamak Fusion Reactor Technology||8||24<br />
|-<br />
|Magnetic Confinement Fusion Reactor Technology||10||30<br />
|-<br />
|Inertial Confinement Fusion Reactor Technology||12||36<br />
|-<br />
|Solid-core Anti-matter Power Plant Technology||16||48<br />
|-<br />
|Gas-core Anti-matter Power Plant Technology||20||60<br />
|-<br />
|Plasma-core Anti-matter Power Plant Technology||24||72<br />
|-<br />
|Beam Core Anti-matter Power Plant Technology||32||96<br />
|-<br />
|Vacuum Energy Power Plant Technology||40||120<br />
|}<br />
<br />
====Power vs Efficiency:====<br />
<br />
Power vs Efficiency increases or decreases power output, in exchange for a decrease or increase in fuel efficiency and explosion chance. The Higher your efficiency the lower the cost, the higher the Power produced, the higher the cost.<br />
<br />
<br />
{| border="1"<br />
|'''Power Efficiency'''<br />
!Power Increase!!Exp!!cost<br />
|-<br />
| -100%||50%||35%<br />
|-<br />
| -80%||40%||30%<br />
|-<br />
| -60%||30%||25%<br />
|-<br />
| -50%||25%||20%<br />
|-<br />
| -40%||20%||16%<br />
|-<br />
| -30%||15%||12%<br />
|-<br />
| -20%||10%||10%<br />
|-<br />
| -10%||5%||7%<br />
|-<br />
| 0%||0%||5%<br />
|-<br />
|5%||-2.5%||5%<br />
|-<br />
|10%||-5%||4%<br />
|-<br />
|15%||-7.5%||4%<br />
|-<br />
|20%||-10%||3%<br />
|-<br />
|25%||-12.5%||3%<br />
|-<br />
|30%||-15%||2%<br />
|-<br />
|40%||-20%||2%<br />
|-<br />
|50%||-25%||1%<br />
|}<br />
<br />
====Internal Armour Rating:====<br />
<br />
This is how much armour you have on the Power plants, Internal armour adds 50% to the Hullsize to the component.<br />
<br />
====Size:====<br />
<br />
Size of Power plants increases the product of said Power Plants above by the multiple you select. Selections up to 30 are available.<br />
<br />
==Engines==<br />
<br />
===Components:===<br />
<br />
Engines are made up of 7 components, Engine Technology, Power vs Efficiency, Internal Armour Rating, Fuel Efficiency, Hyper Drive Efficiency, Thermal Reduction, Engine Platform.<br />
<br />
====Engine Technology:====<br />
<br />
Engine Technology Increases power output of ship engines.<br />
<br />
{| border="1"<br />
|'''Military Engine Technology'''<br />
!Power!!Cost<br />
|-<br />
|Nuclear Thermal Engine||25||<br />
|-<br />
|Nuclear Pulse Engine||40||<br />
|-<br />
|Ion Engine||60||<br />
|-<br />
|Magneto-plasma Drive||80||<br />
|-<br />
|Internal Confinement Fusion Drive||100||<br />
|-<br />
|Magnetic Confinement Fusion Drive||125||<br />
|-<br />
|Inertial Confinement Fusion Drive ||160||<br />
|-<br />
|Solid Core Anti-matter Drive||200||<br />
|-<br />
|Gas Core Anti-matter Drive||250||<br />
|-<br />
|Plasma Core Anti-matter Drive||300||<br />
|-<br />
|Beam Core Anti-matter Drive||400||<br />
|-<br />
|Photonic Drive||500||<br />
|}<br />
<br />
<br />
====Power vs Efficiency:====<br />
<br />
<br />
Power vs Efficiency increases or decreases power output, in exchange for a decrease or increase in fuel efficiency and explosion chance. The Higher your efficiency the lower the cost, the higher the Power produced, the higher the cost.<br />
<br />
<br />
{| border="1"<br />
|'''Efficiency'''<br />
!Power Increase!!Exp!!cost<br />
|-<br />
| -100%||50%||35%<br />
|-<br />
| -80%||40%||30%<br />
|-<br />
| -60%||30%||25%<br />
|-<br />
| -50%||25%||20%<br />
|-<br />
| -40%||20%||16%<br />
|-<br />
| -30%||15%||12%<br />
|-<br />
| -20%||10%||10%<br />
|-<br />
| -10%||5%||7%<br />
|-<br />
| 0%||0%||5%<br />
|-<br />
|5%||-2.5%||5%<br />
|-<br />
|10%||-5%||4%<br />
|-<br />
|15%||-7.5%||4%<br />
|-<br />
|20%||-10%||3%<br />
|-<br />
|25%||-12.5%||3%<br />
|-<br />
|30%||-15%||2%<br />
|-<br />
|40%||-20%||2%<br />
|-<br />
|50%||-25%||1%<br />
|}<br />
<br />
====Internal Armour Rating:====<br />
<br />
====Fuel Efficiency:====<br />
<br />
====Hyper Drive Efficiency:====<br />
<br />
====Thermal Reduction:====<br />
<br />
====Engine Platform:====<br />
<br />
The Engine platform choices are Military, Commercial, Fast Attack Craft, and [[Fighters|Fighter]].<br />
<br />
Military:<br />
<br />
Commercial:<br />
<br />
Fast Attack Craft:<br />
<br />
Fighter:<br />
<br />
==Shields==<br />
<br />
Stop laser and Missile damage until 0.00 strength, then damage passes to armor.<br />
<br />
===Components===<br />
<br />
====Shield Type ====<br />
<br />
Alpha to Omega 1-15 shield strength<br />
<br />
====Shield Regeneration Rate ====<br />
<br />
Shield Regeneration Rate depends on the Regeneration Rate research and ranges from 1 - 15<br />
<br />
==== Fuel Efficiency ====<br />
<br />
Fuel efficiency decreases the amount of fuel consumed by a multiple from 1x - 0.1x depending on researched Fuel Efficiency modifier.<br />
<br />
==Active Sensors/Fire Control==<br />
These systems are used to detect targets and provide guidance for missiles.<br />
===Components===<br />
The components for Active Sensors and Fire Control are Active Sensor Strength, Antenna Size, Minimum Resolution, Hardening and Active Sensor Type.<br />
===Active Sensor Strength===<br />
This is the strength of the scanners. It uses the Active Grav Sensor Strength research. The values are 10, 12, 16, 21, 28, 36, 48, 60, 80, 100, 135, 180. The range of the scanner is Strength x Resolution x Antenna Size x 10,000km. Missile controls multiply that range by 3.<br />
===Antenna Size===<br />
This is a variable determined by the player. There is no associated tech line with it. It is used in determining the maximum range of the system.<br />
===Minimum Resolution===<br />
This is a variable that determines the smallest object the system can detect at range. NOTE: Smaller objects can be detected, but at severely reduced ranges. The formula for detecting smaller objects than the minimum Resolution is ( Max Range x (Target Size / Resolution) ^2 ).<br />
<br />
Resolution Zero Mode is usually reserved for anti-missile installations. Each resolution increment adds 50 tons to the minimum size detected.<br />
<br />
===Hardening===<br />
This is a researched line. It is used to protect the installation against EM damage. Values range from 0 to 8.<br />
==Thermal Sensors==<br />
Detects Thermal signatures from planets and ships.<br />
<br />
===Components:===<br />
<br />
===Thermal Sensor Sensitivity:===<br />
<br />
Depending on Thermal Sensor research can increase to 75<br />
<br />
====Total Sensor Size:====<br />
<br />
<br />
This is a variable determined by the player. There is no associated tech line with it. It is used in determining the maximum range of the system. <br />
<br />
====Hardening:====<br />
<br />
Resistance to Electronic damage.<br />
<br />
==Jump Engines==<br />
<br />
===Components===<br />
<br />
<br />
====Jump Drive efficiency====<br />
Ranges from 3-25 increase via research.<br />
<br />
====Max Jump Squadron Size====<br />
The amount of ships without a jump driver that can follow through a jump point with a ship with a jump engine.<br />
<br />
Ranges from 3-12 squadron size.<br />
<br />
====Jump Point Distance====<br />
<br />
This is useful if you are going to be jumping into a dangerous area where maybe the enemy defends its jump points. It allows you to jump and be further from the Jump Point.<br />
<br />
====Size====<br />
<br />
Increases the HullSize the component takes up but also increases the maximum amount of ship it can jump. (Note max jump size includes the actual Jump Engine, so you need to remember when designing a jump engine that its your ship + the jump engines considerable mass youll be designing the actual Jump Engine for.<br />
<br />
====Jump Drive Type====<br />
<br />
'''Military-'''<br />
<br />
Military is smaller in size and can have more ships in a squadron. with more efficient use of size.<br />
<br />
'''Civilian-'''<br />
<br />
Less efficient use of size, but can jump larger ships than military version (10x larger ship jump capability than military.)<br />
<br />
Larger but less costly.<br />
==Beam Fire Control==<br />
This installation is used to control beam weapons.<br />
===Components===<br />
The components for Beam Fire Control are Beam Fire Control Distance Rating, Fire Control Speed Rating, Fire Control Size vs Range, Fire Control Size vs Tracking Speed, Hardening, Platform Type, Ship Type Limitations.<br />
===Beam Fire Control Distance Rating===<br />
This rating determines the range at which the beam will be at 50% accuracy. Values are 10,000km, 16,000km, 24,000km, 32,000km, 40,000km, 48,000km, 60,000km, 75,000km, 100,000km, 125,000km, 150,000km, 175,000km.<br />
===Fire Control Speed Rating===<br />
This determines how fast the fire control can bring the weapon(s) to bear on the target. NOTE: The final speed rating is determined by ship speed or turret speed. Values for this are 1,250km/s, 2,000km/s, 3,000km/s, 4,000km/s, 5,000km/s, 6,250km/s, 8,000km/s, 10,000km/s, 12,500km/s, 15,000km/s, 20,000km/s, 25,000km/s.<br />
===Fire Control Size vs. Range/Tracking Speed===<br />
These two items are very similar in that the player may reduce or increase the size of the installation for a bonus (or penalty) to the Range or Tracking Speed.<br />
{| border="1"<br />
|+Size vs. Range/Tracking Speed<br />
!Size!!Range!!Tracking Speed<br />
|-<br />
|25%||25%||n/a<br />
|-<br />
|34%||34%||n/a<br />
|-<br />
|50%||50%||n/a<br />
|-<br />
|Normal||Normal||Normal<br />
|-<br />
|1.25x||n/a||1.25x<br />
|-<br />
|1.5x||1.5x||1.5x<br />
|-<br />
|2x||2x||2x<br />
|-<br />
|3x||3x||3x<br />
|-<br />
|4x||4x||4x<br />
|}<br />
===Hardening===<br />
This is the same as the Hardening on Active Sensors/Missile Control.<br />
===Platform Type===<br />
This is a switch for Ship or PDC installations. PDC installations have the range increased by 50%.<br />
===Ship Type Limitations===<br />
This is used to determine if the installation can be emplaced on any ship, or fighters only. Fighter only installations have the base tracking speed multiplied by 4.<br />
<br />
==Particle Torpedo==<br />
Torpedoes do the same amount of damage across their entire travelling distance, making them very useful in some situations.<br />
===Components===<br />
Torpedo warhead strength, Maximum Torpedo Range, and Capacitor Recharge rate.<br />
<br />
====Warhead Strength====<br />
{| border="1"<br />
|+Warhead Strength<br />
!Strength!!Hull Size!!fire rate!!power requirement<br />
|-<br />
|2||5||5||5<br />
|-<br />
|3||6||5||7<br />
|-<br />
|4||7||5||10<br />
|-<br />
|6||8||5||15<br />
|-<br />
|9||9||5||22<br />
|-<br />
|12||10||10||30<br />
|-<br />
|16||12||10||40<br />
|-<br />
|20||14||10||48<br />
|-<br />
|25||16||15||64<br />
|-<br />
|36||18||20||90<br />
|-<br />
|50||22||25||125<br />
|-<br />
<br />
|}<br />
====Maximum Torpedo Range====<br />
60,000km - 1.2m km<br />
====Capacitor Recharge Rate====<br />
Capacitor recharge rate effects how quickly your weapon will charge up the power it requires to fire again. This is increased via capacitor technology and rages from 1-25.<br />
<br />
==Meson Cannon==<br />
<br />
Meson Cannons are short ranged weapons that ignore armor, even Internal armor.<br />
<br />
===Components:===<br />
Meson Focal Size:<br />
<br />
The size of the Meson Cannon, this affects damage and range of the cannon, and power useage while making the cannon also take up more hullsize.<br />
<br />
Ranges from 10cm - 80cm<br />
<br />
====Meson Focusing:====<br />
<br />
Increases the range of the Meson Cannon without increasing power requirements.<br />
<br />
Ranges from 1-12.<br />
<br />
Increased by research.<br />
<br />
<br />
====Capacitor Recharge Rate:====<br />
Increases the recharge rate of the capacitors, and theereby increasing the fire rate of the Meson Cannon<br />
<br />
==Railgun==<br />
<br />
Railguns are specialized weapons good for close in fighting. Incredibly good at Point Defense against missiles due to 4 shots per 5 seconds. Also good at larger ranges against heavily armored missiles and fast moving ships.<br />
<br />
===Components:===<br />
<br />
====Railgun Type====<br />
10cm - 50cm<br />
<br />
Increases size of railgun and the range and power requirements.<br />
<br />
====Railgun Velocity====<br />
<br />
Increases Railgun range without increasing size or power requirements.<br />
<br />
<br />
====Capacitor Recharge Rate====<br />
<br />
Capacitors increase power recharge of weapons. Allowing faster fire rate.<br />
<br />
Ranges from 1-25<br />
<br />
==Plasma Carronade==<br />
<br />
Plasma carronades are short range high damage output weapons good for defense of Jump Points/Gates.<br />
<br />
===Components:===<br />
<br />
====Carronade Calibre====<br />
{| border="1"<br />
|'''Plasma Carronade calibre'''<br />
!Damage!!Cost!!size(tons)<br />
|-<br />
|15cm ||6||122||200<br />
|-<br />
|20cm||10||?||300<br />
|-<br />
|25cm||16||?||400<br />
|-<br />
|30cm||24||?||450<br />
|-<br />
|35cm||32||?||550<br />
|-<br />
|40cm||40||?||600<br />
|-<br />
|50cm||64||?||800<br />
|-<br />
|60cm||96||?||950<br />
|-<br />
|70cm||128||?||1100<br />
|-<br />
|80cm||168||648||1250<br />
|-<br />
|}<br />
<br />
====Capacitor Recharge Rate====<br />
1-25<br />
<br />
== EM Detection Sensors ==<br />
<br />
EM Detection Sensors passively detect shields and active search sensors of other ships, as well as electronic emissions from inhabited planets.<br />
<br />
=== Components ===<br />
<br />
==== EM Sensor Sensitivity ====<br />
<br />
EM Sensor Sensitivity is a technology found under Sensors and Fire Control. Each level of the technology increases the range at which the sensor can detect a target. More sensitive sensors are more expensive and require more raw materials.<br />
<br />
{| border="1"<br />
!Level!!Cost!!Materials Required<br />
|-<br />
|5||5||1.25x Duranium 3.75x Uridium<br />
|-<br />
|6||6||1.5x Duranium 4.5x Uridium<br />
|-<br />
|8||8||2x Duranium 6x Uridium<br />
|-<br />
|11||11||2.75x Duranium 8.25x Uridium<br />
|-<br />
|14||14||3.5x Duranium 10.5x Uridium<br />
|-<br />
|18||18||5.5x Duranium 13.5x Uridium<br />
|-<br />
|24||24||7x Duranium 18x Uridium<br />
|-<br />
|32||32||9x Duranium 24x Uridium<br />
|-<br />
|40||40||11x Duranium 30x Uridium<br />
|-<br />
|50||50||13.5x Duranium 37.5x Uridium<br />
|-<br />
|60||60||16x Duranium 45x Uridium<br />
|-<br />
|75||75||19.75x Duranium 56.25x Uridium<br />
|}<br />
<br />
==== Total Sensor Size ====<br />
<br />
Total Sensor Size is not based on any technology; all options are available from the beginning. Available sizes run from 0.1 HS to 50 HS. Increments of 0.1 HS are available for sensors from 0.1 to 1 HS; sizes from 1 HS to 50 HS are available in 1 HS increments. The following attributes are affected by sensor size:<br />
<br />
===== Overall Sensitivity =====<br />
<br />
EM Sensor Sensitivity is multiplied by Total Sensor Size to determine the overall sensitivity of the sensor. The overall sensitivity is the range, in millions of kilometers, at which the sensor can detect a target of signal strength 1000. For example, a sensor with EM Sensor Sensitivity 8 that takes up 3 HS can detect a strength 1000 target at 24,000,000 km (8 * 3 = 24).<br />
<br />
===== HTK =====<br />
<br />
HTK is 0 for sensors smaller than 1 HS, and 1 for sensors 1 HS or larger.<br />
<br />
===== Crew =====<br />
<br />
Base crew size is 5. This is multiplied by sensor size, and fractions are truncated (so 0.1 HS sensors require no crew).<br />
<br />
===== Cost =====<br />
<br />
Cost from the EM Sensor Sensitivity chart is multiplied by Total Sensor Size, and fractions are rounded to the nearest whole number. Half is rounded to the nearest ''even'' whole number; for example, both 3.5 and 4.5 are rounded to 4.<br />
<br />
===== Materials Required =====<br />
<br />
Materials required from the EM Sensor Sensitivity chart are multiplied by Total Sensor Size, and fractions are rounded to the nearest 0.25. Half is rounded to the nearest ''even'' 0.25, so 1.125 (9/8) and 0.875 (7/8) are both rounded to 1 (8/8).<br />
<br />
==== Hardening ====<br />
<br />
Hardening is based on Electronic Hardening technology, found under Sensors and Fire Control. Each level of the technology reduces the chance that a microwave weapon will destroy the sensor if it is hit. Greater levels of hardening cost more and require more raw materials, but they do not effect sensor size, crew required, or sensitivity.<br />
<br />
==High Power Microwave==<br />
High Power Microwaves destroy electronics on ships, Sensors and fire control.<br />
<br />
===Components===<br />
<br />
====Microwave Focal Size====<br />
<br />
Increases the range, hullsize and power requirement.<br />
10cm-80cm<br />
<br />
<br />
====Microwave Focusing====<br />
Focuses the beam to extend the range.<br />
<br />
Ranges from 1-12 tech level.<br />
<br />
====Capacitor Recharge rate====<br />
<br />
Allows faster firing.<br />
<br />
Ranges from 1-25.<br />
<br />
==Gauss Cannon==<br />
<br />
The Gauss Cannon is a short-ranged rapid-fire weapon well suited to point defense. It can be mounted in turrets and does not require power from a power plant. Gauss Cannon shots inflict one point of damage each over their entire range. At higher technology levels the Gauss Cannon can fire several shots every 5-second time increment. All shots must be aimed at the same target, but a missile salvo counts as a single "target", so a single Gauss Cannon can destroy several missiles at once.<br />
<br />
Note that a missile salvo refers to the missiles fired by a single fire control system at one time; if several enemy ships fire simultaneous missile salvos, a Gauss Cannon can only fire at one ship's salvo at a time. If the cannon kills an entire salvo with only some of its shots, the rest of its shots in that time increment are wasted.<br />
<br />
===Components===<br />
<br />
====Gauss Cannon Rate of Fire====<br />
<br />
Rate of fire is a technology found under Missiles / Kinetic Energy Weapons. Each level of the technology allows the Gauss Cannon to fire an additional shot in each 5-second time increment. Higher rates of fire cost more and require more raw materials, but they don't affect the size of the cannon or the crew required.<br />
<br />
{| border="1"<br />
!Level!!Rate of Fire!!Cost!!Materials Required<br />
|-<br />
|1||1 shot every 5 seconds||x1||x1<br />
|-<br />
|2||2 shots every 5 seconds||x2||x2<br />
|-<br />
|3||3 shots every 5 seconds||x3||x3<br />
|-<br />
|4||4 shots every 5 seconds||x4||x4<br />
|-<br />
|5||5 shots every 5 seconds||x5||x5<br />
|-<br />
|6||6 shots every 5 seconds||x6||x6<br />
|-<br />
|}<br />
<br />
====Gauss Cannon Velocity====<br />
<br />
Velocity is a technology found under Missiles / Kinetic Energy Weapons. Each level of technology increases the range of the Gauss Cannon by 10,000 km. Higher velocities don't affect size, cost, or crew required for the weapon, so apart from the time to research the technology, velocity has no disadvantages.<br />
<br />
On the other hand, Gauss Cannon ranges are so short (and missiles are so fast) that a cannon will rarely get more than a single, point-blank volley at an incoming missile salvo unless the missiles are of vastly inferior technology. For example, a Level 6 (60,000 km range) Gauss Cannon may have time to fire multiple volleys at a primitive, slow missile, but such a cannon is a late-game technology. Equivalent-tech missiles are usually fast enough to move from beyond the Gauss Cannon's range to impact in a single 5-second time increment. The Gauss Cannon will still get a final, point-blank shot at the volley, but range is irrelevant for this.<br />
<br />
{| border="1"<br />
!Level!!Range<br />
|-<br />
|1||10,000 km<br />
|-<br />
|2||20,000 km<br />
|-<br />
|3||30,000 km<br />
|-<br />
|4||40,000 km<br />
|-<br />
|5||50,000 km<br />
|-<br />
|6||60,000 km<br />
|-<br />
|}<br />
<br />
====Gauss Cannon Size vs Accuracy====<br />
<br />
Size vs. accuracy is not based on any technology; all options are available from the beginning. A standard-size Gauss Cannon takes 6 HS and requires 24 crew. The size, cost, and crew requirement of the cannon can be reduced at the expense of accuracy. Note that the cost and materials are also affected by rate of fire; see the above chart for multipliers.<br />
<br />
{| border="1"<br />
!Size!!Accuracy!!HTK!!Crew!!Cost!!Materials Required<br />
|-<br />
|6 HS||100%||2||24||12||12x Vendarite<br />
|-<br />
|5 HS||85%||2||20||10||10x Vendarite<br />
|-<br />
|4 HS||67%||2||16||8||8x Vendarite<br />
|-<br />
|3 HS||50%||1||12||6||6x Vendarite<br />
|-<br />
|2 HS||33%||1||8||4||4x Vendarite<br />
|-<br />
|1.5 HS||25%||1||6||3||3x Vendarite<br />
|-<br />
|1 HS||17%||1||4||2||2x Vendarite<br />
|-<br />
|0.75 HS||12.5%||0||3||1.5||1.5x Vendarite<br />
|-<br />
|0.6 HS||10%||0||2||1.2||1.2x Vendarite<br />
|-<br />
|0.5 HS||8%||0||2||1||1x Vendarite<br />
|-<br />
|}<br />
<br />
==Cloaking Device==<br />
<br />
A Cloaking Device hides a player made ship from sensor detection by a %.<br />
<br />
===Components:===<br />
<br />
====Cloaking Efficiency====<br />
<br />
Ranges 2-12, higher efficiency allows the cloaking device to hide more ship for the same hull size.<br />
<br />
====Cloaking Sensor Reduction====<br />
<br />
This Reduces the sensor signature your ship gives off by whatever % it shows. Ranges from 75% to 99.5%<br />
<br />
====Size====<br />
<br />
This is the hullsize of the Cloaking Device, larger you have the more ship you can hide.<br />
<br />
==CIWS==<br />
<br />
Close in Weapon System is for intercepting missiles at short range around the ship mounting them, they do not interact with missiles destined for other ships around them. This should be your final layer of Point Defense against incoming missiles.<br />
<br />
==='''Components:'''===<br />
Gauss Cannon Rate of Fire:<br />
<br />
Beam Fire Control Distance Rating:<br />
<br />
Fire Control Speed Rating:<br />
<br />
Active Sensor Strength:<br />
<br />
Turret Rotation Gear:<br />
<br />
ECCM:<br />
<br />
----<br />
* [[Main Page]]</div>Tssha